mirror of
https://gitea.wildfiregames.com/0ad/0ad
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172 changed files with 3412 additions and 1230 deletions
|
|
@ -11,7 +11,7 @@ jobs:
|
|||
lfscheck:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
- uses: actions/checkout@v7
|
||||
|
||||
- name: Fetch the base branch
|
||||
run: git fetch origin ${{ env.BASE_SHA }}
|
||||
|
|
@ -24,27 +24,14 @@ jobs:
|
|||
env:
|
||||
GIT_LFS_SKIP_SMUDGE: "1"
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
- uses: actions/setup-python@v5
|
||||
- uses: actions/checkout@v7
|
||||
- uses: actions/setup-python@v7
|
||||
with:
|
||||
python-version: "3.11"
|
||||
- name: Add remote fork origin for LFS
|
||||
run: |
|
||||
PR_REPO="${{ gitea.event.pull_request.head.repo.full_name || gitea.repository }}"
|
||||
git remote add ${{ gitea.actor }} https://gitea.wildfiregames.com/${PR_REPO}.git
|
||||
- name: Workaround for authentication problem with LFS
|
||||
# https://gitea.com/gitea/act_runner/issues/164
|
||||
run: |
|
||||
git config --local \
|
||||
http.${{ gitea.server_url }}/${{ gitea.repository }}.git/info/lfs/objects/.extraheader ''
|
||||
|
||||
PR_REPO="${{ gitea.event.pull_request.head.repo.full_name || gitea.repository }}"
|
||||
EXTRAHEADER="$(git config --get --local http.${{ gitea.server_url }}/.extraheader)"
|
||||
git config --local \
|
||||
http.${{ gitea.server_url }}/${PR_REPO}.git/info/lfs/objects/batch.extraheader \
|
||||
'${EXTRAHEADER}'
|
||||
git config --local \
|
||||
http.${{ gitea.server_url }}/${PR_REPO}.git/info/lfs/objects/.extraheader ''
|
||||
- name: Download necessary LFS assets
|
||||
shell: sh {0}
|
||||
run: |
|
||||
|
|
|
|||
|
|
@ -12,7 +12,7 @@ jobs:
|
|||
cppcheck:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
- uses: actions/checkout@v7
|
||||
|
||||
# cache only works for items in workspace, so configure apt to allow for caching.
|
||||
- name: Setup apt cache locations
|
||||
|
|
@ -26,7 +26,7 @@ jobs:
|
|||
|
||||
- name: Cache apt pkg db and and deb files
|
||||
id: apt-cache
|
||||
uses: actions/cache@v4
|
||||
uses: actions/cache@v6
|
||||
with:
|
||||
path: |
|
||||
apt-cache
|
||||
|
|
@ -49,11 +49,11 @@ jobs:
|
|||
copyright:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
- uses: actions/checkout@v7
|
||||
with:
|
||||
fetch-depth: 100
|
||||
|
||||
- uses: actions/setup-python@v5
|
||||
- uses: actions/setup-python@v7
|
||||
with:
|
||||
python-version: "3.11"
|
||||
|
||||
|
|
@ -66,10 +66,10 @@ jobs:
|
|||
jenkinsfiles:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
- uses: actions/checkout@v7
|
||||
|
||||
- name: Set up Node.js
|
||||
uses: actions/setup-node@v4
|
||||
uses: actions/setup-node@v7
|
||||
with:
|
||||
node-version: '20'
|
||||
|
||||
|
|
|
|||
|
|
@ -3,22 +3,27 @@ name: pre-commit
|
|||
on:
|
||||
- push
|
||||
- pull_request
|
||||
env:
|
||||
PRE_COMMIT_VERSION: 4.6.0
|
||||
jobs:
|
||||
build:
|
||||
pre-commit:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
- uses: actions/setup-python@v5
|
||||
- uses: actions/checkout@v7
|
||||
- uses: actions/setup-python@v7
|
||||
with:
|
||||
python-version: "3.11"
|
||||
- id: restore-pip-cache
|
||||
uses: actions/cache/restore@v4
|
||||
- uses: actions/cache@v6
|
||||
with:
|
||||
key: pip-cache-v1-${{ github.workflow }}
|
||||
key: pip-cache-v1-${{github.workflow}}-${{env.pythonLocation}}-${{env.PRE_COMMIT_VERSION}}
|
||||
path: ~/.cache/pip
|
||||
- uses: pre-commit/action@v3.0.1
|
||||
- uses: actions/cache/save@v4
|
||||
if: steps.restore-pip-cache.outcome == 'success'
|
||||
- run: python -m pip install pre-commit=="${{ env.PRE_COMMIT_VERSION }}"
|
||||
shell: bash
|
||||
- run: python -m pip freeze --local
|
||||
shell: bash
|
||||
- uses: actions/cache@v6
|
||||
with:
|
||||
key: pip-cache-v1-${{ github.workflow }}
|
||||
path: ~/.cache/pip
|
||||
path: ~/.cache/pre-commit
|
||||
key: pre-commit-3|${{ env.pythonLocation }}|${{ hashFiles('.pre-commit-config.yaml') }}
|
||||
- run: pre-commit run --show-diff-on-failure --color=always --all-files
|
||||
shell: bash
|
||||
|
|
|
|||
|
|
@ -34,7 +34,7 @@ repos:
|
|||
\.patch$
|
||||
)
|
||||
- repo: https://github.com/astral-sh/ruff-pre-commit
|
||||
rev: v0.12.9
|
||||
rev: v0.16.0
|
||||
hooks:
|
||||
- id: ruff-check
|
||||
args:
|
||||
|
|
@ -56,7 +56,7 @@ repos:
|
|||
files: ^binaries/
|
||||
exclude: (^binaries/data/mods/(mod|public)/art/.*\.xml|\.dae$)
|
||||
- repo: https://github.com/scop/pre-commit-shfmt
|
||||
rev: v3.12.0-2
|
||||
rev: v3.13.1-1
|
||||
hooks:
|
||||
- id: shfmt
|
||||
args:
|
||||
|
|
@ -67,7 +67,7 @@ repos:
|
|||
hooks:
|
||||
- id: shellcheck
|
||||
- repo: https://github.com/igorshubovych/markdownlint-cli
|
||||
rev: v0.45.0
|
||||
rev: v0.47.0
|
||||
hooks:
|
||||
- id: markdownlint
|
||||
language_version: 22.14.0
|
||||
|
|
@ -77,13 +77,13 @@ repos:
|
|||
^source/third_party/
|
||||
)
|
||||
- repo: https://github.com/adrienverge/yamllint
|
||||
rev: v1.37.1
|
||||
rev: v1.38.0
|
||||
hooks:
|
||||
- id: yamllint
|
||||
args:
|
||||
- --strict
|
||||
- repo: https://github.com/eslint/eslint
|
||||
rev: v9.39.2
|
||||
rev: v10.8.0
|
||||
hooks:
|
||||
- id: eslint
|
||||
language_version: 22.14.0
|
||||
|
|
|
|||
|
|
@ -78,6 +78,9 @@
|
|||
<optional>
|
||||
<attribute name="define"/>
|
||||
</optional>
|
||||
<optional>
|
||||
<attribute name="srgb"/>
|
||||
</optional>
|
||||
</element>
|
||||
</zeroOrMore>
|
||||
</interleave>
|
||||
|
|
|
|||
|
|
@ -1,6 +1,8 @@
|
|||
var g_IncompatibleModsFile = "gui/incompatible_mods/incompatible_mods.txt";
|
||||
/* eslint-disable prefer-const -- Mods should be able to change it */
|
||||
let g_IncompatibleModsFile = "gui/incompatible_mods/incompatible_mods.txt";
|
||||
/* eslint-enable prefer-const */
|
||||
|
||||
function init(data)
|
||||
export function init(data)
|
||||
{
|
||||
Engine.GetGUIObjectByName("mainText").caption = Engine.TranslateLines(Engine.ReadFile(g_IncompatibleModsFile));
|
||||
return new Promise(closePageCallback =>
|
||||
|
|
|
|||
|
|
@ -1,7 +1,7 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<objects>
|
||||
<script directory="gui/common/"/>
|
||||
<script directory="gui/incompatible_mods/"/>
|
||||
<script module="gui/incompatible_mods/incompatible_mods.js"/>
|
||||
|
||||
<!-- Add a translucent black background to fade out the menu page -->
|
||||
<object type="image" sprite="ModernFade"/>
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
var g_ModsAvailableOnline = [];
|
||||
let g_ModsAvailableOnline = [];
|
||||
|
||||
/**
|
||||
* Indicates if we have encountered an error in one of the network-interaction attempts.
|
||||
|
|
@ -8,7 +8,7 @@ var g_ModsAvailableOnline = [];
|
|||
* Set to `true` by showErrorMessageBox
|
||||
* Set to `false` by init, updateModList, downloadFile, and cancelRequest
|
||||
*/
|
||||
var g_Failure;
|
||||
let g_Failure;
|
||||
|
||||
/**
|
||||
* Indicates if the user has cancelled a request.
|
||||
|
|
@ -19,11 +19,11 @@ var g_Failure;
|
|||
* Set to `true` by cancelRequest
|
||||
* Set to `false` by updateModList, and downloadFile
|
||||
*/
|
||||
var g_RequestCancelled;
|
||||
let g_RequestCancelled;
|
||||
|
||||
var g_RequestStartTime;
|
||||
let g_RequestStartTime;
|
||||
|
||||
var g_ModIOState = {
|
||||
const g_ModIOState = {
|
||||
/**
|
||||
* Finished status indicators
|
||||
*/
|
||||
|
|
@ -142,7 +142,7 @@ var g_ModIOState = {
|
|||
}
|
||||
};
|
||||
|
||||
function init(data)
|
||||
export function init(data)
|
||||
{
|
||||
const promise = progressDialog(
|
||||
translate("Initializing mod.io interface."),
|
||||
|
|
@ -153,6 +153,21 @@ function init(data)
|
|||
g_Failure = false;
|
||||
Engine.ModIoStartGetGameId();
|
||||
|
||||
Object.assign(Engine.GetGUIObjectByName("modFilter"), {
|
||||
"onPress": displayMods,
|
||||
"onTextEdit": displayMods
|
||||
});
|
||||
|
||||
Object.assign(Engine.GetGUIObjectByName("modsAvailableList"), {
|
||||
"onSelectionChange": showModDescription,
|
||||
"onSelectionColumnChange": displayMods,
|
||||
"onMouseLeftDoubleClickItem": downloadMod
|
||||
});
|
||||
|
||||
Engine.GetGUIObjectByName("compatibilityFilter").onPress = displayMods;
|
||||
Engine.GetGUIObjectByName("refreshButton").onPress = updateModList;
|
||||
Engine.GetGUIObjectByName("downloadButton").onPress = downloadMod;
|
||||
|
||||
return Promise.race([
|
||||
promise,
|
||||
new Promise(closePageCallback =>
|
||||
|
|
|
|||
|
|
@ -3,7 +3,7 @@
|
|||
<objects>
|
||||
|
||||
<script directory="gui/common/"/>
|
||||
<script directory="gui/modio/"/>
|
||||
<script module="gui/modio/modio.js"/>
|
||||
|
||||
<object type="image" sprite="ModernFade"/>
|
||||
|
||||
|
|
@ -25,8 +25,6 @@
|
|||
style="ModernInput"
|
||||
size="16 0 200 24"
|
||||
>
|
||||
<action on="Press">displayMods();</action>
|
||||
<action on="TextEdit">displayMods();</action>
|
||||
<translatableAttribute id="placeholder_text" context="placeholder text for input field to filter mods">Filter</translatableAttribute>
|
||||
</object>
|
||||
|
||||
|
|
@ -39,10 +37,6 @@
|
|||
selected_column_order="1"
|
||||
font="sans-stroke-13"
|
||||
>
|
||||
<action on="SelectionChange">showModDescription();</action>
|
||||
<action on="SelectionColumnChange">displayMods();</action>
|
||||
<action on="MouseLeftDoubleClickItem">downloadMod();</action>
|
||||
|
||||
<!-- List headers -->
|
||||
<!-- Keep in sync with mod property names -->
|
||||
<column id="name_id" textcolor="255 255 255" width="20%">
|
||||
|
|
@ -69,9 +63,7 @@
|
|||
<!-- Right Panel: Compatibility Filter-->
|
||||
<object name="rightPanel" size="100%-250 20 100%-10 40" >
|
||||
<!-- Compatibility Filter Checkbox -->
|
||||
<object name="compatibilityFilter" type="checkbox" checked="true" style="ModernTickBox" size="0 4 20 100%">
|
||||
<action on="Press">displayMods();</action>
|
||||
</object>
|
||||
<object name="compatibilityFilter" type="checkbox" checked="true" style="ModernTickBox" size="0 4 20 100%" />
|
||||
<!-- Compatibility Filter Label -->
|
||||
<object type="text" size="20 2 100% 100%" text_align="left" textcolor="white">
|
||||
<translatableAttribute id="caption">Filter valid mods</translatableAttribute>
|
||||
|
|
@ -85,12 +77,10 @@
|
|||
|
||||
<object name="refreshButton" type="button" style="ModernButtonRed" size="100%-368 100%-44 100%-188 100%-16" enabled="false">
|
||||
<translatableAttribute id="caption">Refresh List</translatableAttribute>
|
||||
<action on="Press">updateModList();</action>
|
||||
</object>
|
||||
|
||||
<object name="downloadButton" type="button" style="ModernButtonRed" size="100%-184 100%-44 100%-16 100%-16" enabled="false">
|
||||
<translatableAttribute id="caption">Download</translatableAttribute>
|
||||
<action on="Press">downloadMod();</action>
|
||||
</object>
|
||||
|
||||
</object>
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
function init(data)
|
||||
export function init(data)
|
||||
{
|
||||
Engine.GetGUIObjectByName("mainText").caption = Engine.TranslateLines(Engine.ReadFile("gui/modmod/help/help.txt"));
|
||||
return new Promise(closePageCallback =>
|
||||
|
|
|
|||
|
|
@ -3,7 +3,7 @@
|
|||
<objects>
|
||||
|
||||
<script directory="gui/common/"/>
|
||||
<script directory="gui/modmod/help/"/>
|
||||
<script module="gui/modmod/help/help.js"/>
|
||||
|
||||
<!-- Add a translucent black background to fade out the menu page -->
|
||||
<object type="image" sprite="ModernFade"/>
|
||||
|
|
|
|||
|
|
@ -19,33 +19,37 @@
|
|||
* This allows mods to express upwards and downwards compatibility.
|
||||
*/
|
||||
|
||||
import { downloadModsButton } from "gui/modmod/modmodio.js";
|
||||
import { regExpComparisonOperator, validateMod } from "gui/modmod/validatemod.js";
|
||||
|
||||
/**
|
||||
* Mod definitions loaded from the files, including invalid mods.
|
||||
*/
|
||||
var g_Mods = {};
|
||||
let g_Mods = {};
|
||||
|
||||
/**
|
||||
* Folder names of all mods that are or can be launched.
|
||||
*/
|
||||
var g_ModsEnabled = [];
|
||||
var g_ModsDisabled = [];
|
||||
let g_ModsEnabled = [];
|
||||
let g_ModsDisabled = [];
|
||||
|
||||
var g_ModsEnabledFiltered = [];
|
||||
var g_ModsDisabledFiltered = [];
|
||||
let g_ModsEnabledFiltered = [];
|
||||
let g_ModsDisabledFiltered = [];
|
||||
|
||||
/**
|
||||
* Cache mod compatibility recomputed when some mod is enbaled/disabled.
|
||||
*/
|
||||
var g_ModsCompatibility = [];
|
||||
const g_ModsCompatibility = [];
|
||||
|
||||
/**
|
||||
* Name of the mods installed by the ModInstaller.
|
||||
*/
|
||||
var g_InstalledMods;
|
||||
let g_InstalledMods;
|
||||
|
||||
var g_HasIncompatibleMods;
|
||||
let g_HasIncompatibleMods;
|
||||
|
||||
var g_FakeMod = {
|
||||
/* eslint-disable prefer-const -- Mods should be able to change them */
|
||||
let g_FakeMod = {
|
||||
"name": translate("This mod does not exist"),
|
||||
"version": "",
|
||||
"label": "",
|
||||
|
|
@ -54,12 +58,34 @@ var g_FakeMod = {
|
|||
"dependencies": []
|
||||
};
|
||||
|
||||
var g_ColorNoModSelected = "255 255 100";
|
||||
var g_ColorDependenciesMet = "100 255 100";
|
||||
var g_ColorDependenciesNotMet = "255 100 100";
|
||||
let g_ColorNoModSelected = "255 255 100";
|
||||
let g_ColorDependenciesMet = "100 255 100";
|
||||
let g_ColorDependenciesNotMet = "255 100 100";
|
||||
/* eslint-enable prefer-const */
|
||||
|
||||
function init(data, hotloadData)
|
||||
export function init(data, hotloadData)
|
||||
{
|
||||
Object.assign(Engine.GetGUIObjectByName("modsDisabledList"), {
|
||||
"onSelectionChange": selectedMod.bind(undefined, "modsDisabledList"),
|
||||
"onSelectionColumnChange": displayModLists,
|
||||
"onMouseLeftDoubleClickItem": enableMod
|
||||
});
|
||||
Object.assign(Engine.GetGUIObjectByName("modsEnabledList"), {
|
||||
"onSelectionChange": selectedMod.bind(undefined, "modsEnabledList"),
|
||||
"onMouseLeftDoubleClickItem": disableMod
|
||||
});
|
||||
|
||||
Engine.GetGUIObjectByName("enabledModUp").onPress =
|
||||
moveCurrItem.bind(undefined, "modsEnabledList", true);
|
||||
Engine.GetGUIObjectByName("enabledModDown").onPress =
|
||||
moveCurrItem.bind(undefined, "modsEnabledList", false);
|
||||
|
||||
Engine.GetGUIObjectByName("visitWebButton").onPress = visitModWebsite;
|
||||
Engine.GetGUIObjectByName("downloadButton").onPress = downloadModsButton.bind(undefined, initMods);
|
||||
Engine.GetGUIObjectByName("saveConfigurationButton").onPress = saveMods;
|
||||
Engine.GetGUIObjectByName("startButton").onPress = startMods;
|
||||
|
||||
|
||||
g_InstalledMods = data && data.installedMods || hotloadData && hotloadData.installedMods || [];
|
||||
g_HasIncompatibleMods = Engine.HasIncompatibleMods();
|
||||
|
||||
|
|
@ -354,7 +380,7 @@ function recomputeCompatibility(disabledAction = false)
|
|||
*/
|
||||
function isDependencyMet(dependency)
|
||||
{
|
||||
const operator = dependency.match(g_RegExpComparisonOperator);
|
||||
const operator = dependency.match(regExpComparisonOperator);
|
||||
const [name, version] = operator ? dependency.split(operator[0]) : [dependency, undefined];
|
||||
|
||||
return g_ModsEnabled.some(folder =>
|
||||
|
|
@ -403,7 +429,7 @@ function sortEnabledMods()
|
|||
{
|
||||
const dependencies = {};
|
||||
for (const folder of g_ModsEnabled)
|
||||
dependencies[folder] = getMod(folder).dependencies.map(d => d.split(g_RegExpComparisonOperator)[0]);
|
||||
dependencies[folder] = getMod(folder).dependencies.map(d => d.split(regExpComparisonOperator)[0]);
|
||||
|
||||
g_ModsEnabled.sort((folder1, folder2) =>
|
||||
dependencies[folder1].indexOf(getMod(folder2).name) != -1 ? 1 :
|
||||
|
|
|
|||
|
|
@ -3,7 +3,7 @@
|
|||
<objects>
|
||||
|
||||
<script directory="gui/common/"/>
|
||||
<script directory="gui/modmod/"/>
|
||||
<script module="gui/modmod/modmod.js"/>
|
||||
|
||||
<object type="image" style="ModernWindow">
|
||||
|
||||
|
|
@ -80,10 +80,6 @@
|
|||
font="sans-stroke-13"
|
||||
auto_scroll="true"
|
||||
>
|
||||
<action on="SelectionChange">selectedMod(this.name);</action>
|
||||
<action on="SelectionColumnChange">displayModLists();</action>
|
||||
<action on="MouseLeftDoubleClickItem">enableMod();</action>
|
||||
|
||||
<!-- List headers -->
|
||||
<!-- Keep the column names in sync with the property names of mods -->
|
||||
<column id="name" textcolor="255 255 255" width="10%">
|
||||
|
|
@ -123,9 +119,6 @@
|
|||
tooltip_style="pgToolTip"
|
||||
auto_scroll="true"
|
||||
>
|
||||
<action on="SelectionChange">selectedMod(this.name);</action>
|
||||
<action on="MouseLeftDoubleClickItem">disableMod();</action>
|
||||
|
||||
<!-- List headers -->
|
||||
<column id="name" textcolor="255 255 255" width="10%">
|
||||
<translatableAttribute id="heading">Name</translatableAttribute>
|
||||
|
|
@ -159,7 +152,6 @@
|
|||
sprite_disabled="ModernArrowUpGrey"
|
||||
>
|
||||
<translatableAttribute id="tooltip">Change the order in which mods are launched. This should match the mods dependencies.</translatableAttribute>
|
||||
<action on="Press">moveCurrItem("modsEnabledList", true);</action>
|
||||
</object>
|
||||
<object
|
||||
name="enabledModDown"
|
||||
|
|
@ -173,7 +165,6 @@
|
|||
sprite_disabled="ModernArrowDownGrey"
|
||||
>
|
||||
<translatableAttribute id="tooltip">Change the order in which mods are launched. This should match the mods dependencies.</translatableAttribute>
|
||||
<action on="Press">moveCurrItem("modsEnabledList", false);</action>
|
||||
</object>
|
||||
</object>
|
||||
|
||||
|
|
@ -181,7 +172,6 @@
|
|||
<object name="toggleModButton" type="button" style="ModernButtonRed" size="16 100%-80 196 100%-52" enabled="false"/>
|
||||
<object name="visitWebButton" type="button" style="ModernButtonRed" size="200 100%-80 380 100%-52" enabled="false">
|
||||
<translatableAttribute id="caption">Visit Website</translatableAttribute>
|
||||
<action on="Press">visitModWebsite();</action>
|
||||
</object>
|
||||
|
||||
<!-- Message -->
|
||||
|
|
@ -198,22 +188,19 @@
|
|||
|
||||
<object type="button" style="ModernButtonRed" size="100%-748 100%-44 100%-568 100%-16">
|
||||
<translatableAttribute id="caption">Help</translatableAttribute>
|
||||
<action on="Press">Engine.OpenChildPage("page_modhelp.xml");</action>
|
||||
<action on="Press">Engine.OpenChildPage("page_modhelp.xml");</action>
|
||||
</object>
|
||||
|
||||
<object type="button" style="ModernButtonRed" size="100%-564 100%-44 100%-384 100%-16">
|
||||
<object name="downloadButton" type="button" style="ModernButtonRed" size="100%-564 100%-44 100%-384 100%-16">
|
||||
<translatableAttribute id="caption">Download Mods</translatableAttribute>
|
||||
<action on="Press">downloadModsButton();</action>
|
||||
</object>
|
||||
|
||||
<object name="saveConfigurationButton" type="button" style="ModernButtonRed" size="100%-380 100%-44 100%-200 100%-16">
|
||||
<translatableAttribute id="caption">Save Configuration</translatableAttribute>
|
||||
<action on="Press">saveMods();</action>
|
||||
</object>
|
||||
|
||||
<object name="startButton" type="button" style="ModernButtonRed" size="100%-196 100%-44 100%-16 100%-16">
|
||||
<translatableAttribute id="caption">Save and Restart</translatableAttribute>
|
||||
<action on="Press">startMods();</action>
|
||||
</object>
|
||||
</object>
|
||||
</objects>
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
function downloadModsButton()
|
||||
export function downloadModsButton(initMods)
|
||||
{
|
||||
initTerms({
|
||||
"Disclaimer": {
|
||||
|
|
@ -6,7 +6,7 @@ function downloadModsButton()
|
|||
"file": "gui/modio/Disclaimer.txt",
|
||||
"config": "modio.disclaimer",
|
||||
"accepted": false,
|
||||
"callback": openModIo,
|
||||
"callback": openModIo.bind(undefined, initMods),
|
||||
"urlButtons": [
|
||||
{
|
||||
"caption": translate("mod.io Terms"),
|
||||
|
|
@ -23,7 +23,7 @@ function downloadModsButton()
|
|||
openTerms("Disclaimer");
|
||||
}
|
||||
|
||||
async function openModIo(data)
|
||||
async function openModIo(initMods, data)
|
||||
{
|
||||
if (!data.accepted)
|
||||
return;
|
||||
|
|
|
|||
|
|
@ -48,12 +48,12 @@ const g_RegExpVersion= /[0-9]+(\.[0-9]+){0,2}/;
|
|||
/**
|
||||
* Version checks in mod dependencies can use these operators.
|
||||
*/
|
||||
const g_RegExpComparisonOperator = /(<=|>=|<|>|=)/;
|
||||
export const regExpComparisonOperator = /(<=|>=|<|>|=)/;
|
||||
|
||||
/**
|
||||
* Tests if a dependency compares a mod version against another, for instance "0ad<=0.0.16".
|
||||
*/
|
||||
const g_RegExpComparison = globalRegExp(new RegExp(g_RegExpName.source + g_RegExpComparisonOperator.source + g_RegExpVersion.source));
|
||||
const g_RegExpComparison = globalRegExp(new RegExp(g_RegExpName.source + regExpComparisonOperator.source + g_RegExpVersion.source));
|
||||
|
||||
/**
|
||||
* The label may not be empty.
|
||||
|
|
@ -69,7 +69,7 @@ function globalRegExp(regexp)
|
|||
* Returns whether the mod defines all required properties and whether all properties are valid.
|
||||
* Shows a notification if not.
|
||||
*/
|
||||
function validateMod(folder, modData, notify)
|
||||
export function validateMod(folder, modData, notify)
|
||||
{
|
||||
let valid = true;
|
||||
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
* Currently limited to at most 3 buttons per message box.
|
||||
* The convention is to have "cancel" appear first.
|
||||
*/
|
||||
function init(data)
|
||||
export function init(data)
|
||||
{
|
||||
// Set title
|
||||
Engine.GetGUIObjectByName("mbTitleBar").caption = data.title;
|
||||
|
|
|
|||
|
|
@ -3,7 +3,7 @@
|
|||
<objects>
|
||||
|
||||
<script directory="gui/common/"/>
|
||||
<script directory="gui/msgbox/"/>
|
||||
<script module="gui/msgbox/msgbox.js"/>
|
||||
|
||||
<!-- Fade out the background because it's non-interactable -->
|
||||
<object sprite="ModernFade" type="image"/>
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
async function init()
|
||||
export async function init()
|
||||
{
|
||||
return { [Engine.openRequest]: {
|
||||
"page": "page_modmod.xml",
|
||||
|
|
|
|||
|
|
@ -1,5 +1,5 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
|
||||
<objects>
|
||||
<script directory="gui/pregame/"/>
|
||||
<script module="gui/pregame/mainmenu.js"/>
|
||||
</objects>
|
||||
|
|
|
|||
|
|
@ -7,11 +7,11 @@
|
|||
* The user should be able to save and print the text of the terms.
|
||||
*/
|
||||
|
||||
var g_TermsPage;
|
||||
var g_TermsFile;
|
||||
var g_TermsSprintf;
|
||||
let g_TermsPage;
|
||||
let g_TermsFile;
|
||||
let g_TermsSprintf;
|
||||
|
||||
async function init(data)
|
||||
export async function init(data)
|
||||
{
|
||||
g_TermsPage = data.page;
|
||||
g_TermsFile = data.file;
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
<objects>
|
||||
|
||||
<script directory="gui/common/"/>
|
||||
<script directory="gui/termsdialog/"/>
|
||||
<script module="gui/termsdialog/termsdialog.js"/>
|
||||
|
||||
<object type="image" sprite="ModernFade"/>
|
||||
|
||||
|
|
|
|||
|
|
@ -69,7 +69,7 @@ class TimedConfirmation
|
|||
}
|
||||
}
|
||||
|
||||
function init(data)
|
||||
export function init(data)
|
||||
{
|
||||
return new TimedConfirmation().setup(data);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -3,7 +3,7 @@
|
|||
<objects>
|
||||
|
||||
<script directory="gui/common/"/>
|
||||
<script directory="gui/timedconfirmation/"/>
|
||||
<script module="gui/timedconfirmation/timedconfirmation.js"/>
|
||||
|
||||
<!-- Fade out the background because it's non-interactable -->
|
||||
<object sprite="ModernFade" type="image"/>
|
||||
|
|
|
|||
|
|
@ -12,10 +12,10 @@
|
|||
layout(set = 2, binding = LOCATION, FORMAT) uniform image2D NAME
|
||||
#if USE_DESCRIPTOR_INDEXING
|
||||
#define STORAGE_BUFFER(LOCATION) \
|
||||
layout(set = 2, binding = LOCATION)
|
||||
layout(std430, set = 2, binding = LOCATION)
|
||||
#else
|
||||
#define STORAGE_BUFFER(LOCATION) \
|
||||
layout(set = 1, binding = LOCATION)
|
||||
layout(std430, set = 1, binding = LOCATION)
|
||||
#endif
|
||||
#else
|
||||
// We use offset to the binding slot for OpenGL to avoid overlapping with other
|
||||
|
|
@ -23,7 +23,7 @@
|
|||
#define STORAGE_2D(LOCATION, FORMAT, NAME) \
|
||||
layout(binding = LOCATION, FORMAT) uniform image2D NAME
|
||||
#define STORAGE_BUFFER(LOCATION) \
|
||||
layout(binding = LOCATION)
|
||||
layout(std430, binding = LOCATION)
|
||||
#endif
|
||||
|
||||
#endif // STAGE_COMPUTE
|
||||
|
|
|
|||
|
|
@ -51,6 +51,18 @@
|
|||
</textures>
|
||||
</variant>
|
||||
</group>
|
||||
<group>
|
||||
<variant name="ungarrisoned" frequency="1" />
|
||||
<variant name="garrisoned">
|
||||
<props>
|
||||
<prop
|
||||
actor="props/special/common/garrison_flag_achaemenids.xml"
|
||||
attachpoint="garrisoned"
|
||||
selectable="false"
|
||||
/>
|
||||
</props>
|
||||
</variant>
|
||||
</group>
|
||||
<group>
|
||||
<variant name="alive" frequency="1"/>
|
||||
<variant file="structures/destruction_small.xml"/>
|
||||
|
|
|
|||
|
|
@ -33,6 +33,18 @@
|
|||
</textures>
|
||||
</variant>
|
||||
</group>
|
||||
<group>
|
||||
<variant frequency="1" name="ungarrisoned" />
|
||||
<variant name="garrisoned">
|
||||
<props>
|
||||
<prop
|
||||
actor="props/special/common/garrison_flag_celt.xml"
|
||||
attachpoint="garrisoned"
|
||||
selectable="false"
|
||||
/>
|
||||
</props>
|
||||
</variant>
|
||||
</group>
|
||||
<group>
|
||||
<variant name="alive" frequency="1"/>
|
||||
<variant file="structures/destruction_small.xml"/>
|
||||
|
|
|
|||
|
|
@ -53,6 +53,18 @@
|
|||
</textures>
|
||||
</variant>
|
||||
</group>
|
||||
<group>
|
||||
<variant name="ungarrisoned" frequency="1" />
|
||||
<variant name="garrisoned">
|
||||
<props>
|
||||
<prop
|
||||
actor="props/special/common/garrison_flag_celt.xml"
|
||||
attachpoint="garrisoned"
|
||||
selectable="false"
|
||||
/>
|
||||
</props>
|
||||
</variant>
|
||||
</group>
|
||||
<group>
|
||||
<variant name="alive" frequency="1"/>
|
||||
<variant file="structures/destruction_small.xml"/>
|
||||
|
|
|
|||
|
|
@ -134,6 +134,20 @@
|
|||
</props>
|
||||
</variant>
|
||||
</group>
|
||||
|
||||
<group>
|
||||
<variant frequency="1" name="ungarrisoned" />
|
||||
<variant name="garrisoned">
|
||||
<props>
|
||||
<prop
|
||||
actor="props/special/common/garrison_flag_germ.xml"
|
||||
attachpoint="garrisoned"
|
||||
selectable="false"
|
||||
/>
|
||||
</props>
|
||||
</variant>
|
||||
</group>
|
||||
|
||||
<group>
|
||||
<variant name="alive" frequency="1"/>
|
||||
<variant file="structures/destruction_small.xml"/>
|
||||
|
|
|
|||
|
|
@ -106,6 +106,18 @@
|
|||
</props>
|
||||
</variant>
|
||||
</group>
|
||||
<group>
|
||||
<variant name="ungarrisoned" frequency="1" />
|
||||
<variant name="garrisoned">
|
||||
<props>
|
||||
<prop
|
||||
actor="props/special/common/garrison_flag_iber.xml"
|
||||
attachpoint="garrisoned"
|
||||
selectable="false"
|
||||
/>
|
||||
</props>
|
||||
</variant>
|
||||
</group>
|
||||
<group>
|
||||
<variant name="alive" frequency="1"/>
|
||||
<variant file="structures/destruction_small.xml"/>
|
||||
|
|
|
|||
|
|
@ -47,6 +47,18 @@
|
|||
</textures>
|
||||
</variant>
|
||||
</group>
|
||||
<group>
|
||||
<variant name="ungarrisoned" frequency="1" />
|
||||
<variant name="garrisoned">
|
||||
<props>
|
||||
<prop
|
||||
actor="props/special/common/garrison_flag_rome.xml"
|
||||
attachpoint="garrisoned"
|
||||
selectable="false"
|
||||
/>
|
||||
</props>
|
||||
</variant>
|
||||
</group>
|
||||
<group>
|
||||
<variant name="alive" frequency="1"/>
|
||||
<variant file="structures/destruction_small.xml"/>
|
||||
|
|
|
|||
|
|
@ -43,6 +43,18 @@
|
|||
</textures>
|
||||
</variant>
|
||||
</group>
|
||||
<group>
|
||||
<variant frequency="1" name="ungarrisoned" />
|
||||
<variant name="garrisoned">
|
||||
<props>
|
||||
<prop
|
||||
actor="props/special/common/garrison_flag_seleucids.xml"
|
||||
attachpoint="garrisoned"
|
||||
selectable="false"
|
||||
/>
|
||||
</props>
|
||||
</variant>
|
||||
</group>
|
||||
<group>
|
||||
<variant name="alive" frequency="1"/>
|
||||
<variant file="structures/sele/light_damage.xml"/>
|
||||
|
|
|
|||
|
|
@ -1,3 +1,3 @@
|
|||
version https://git-lfs.github.com/spec/v1
|
||||
oid sha256:995da95e21261ae0a2718baee69d76ae5f6823d21eaefaa708a89651f2099bb0
|
||||
size 586243
|
||||
oid sha256:ed243a229225ec51ee090588a63307cbd2efedecca06f4f1a0922a4d51ee3967
|
||||
size 586427
|
||||
|
|
|
|||
|
|
@ -1,3 +1,3 @@
|
|||
version https://git-lfs.github.com/spec/v1
|
||||
oid sha256:d8e022a3ac132a32061583743d1322fc8792cdd6e7be57857547a8ed3cefbed6
|
||||
size 525300
|
||||
oid sha256:3ce649aa943771357d7c19f48294af719c50ca14178c32be60992f17845d685d
|
||||
size 525483
|
||||
|
|
|
|||
|
|
@ -1,3 +1,3 @@
|
|||
version https://git-lfs.github.com/spec/v1
|
||||
oid sha256:21971f20f5567f820e0f3fffdd21015e2a5ffaee309be7b6efc38d3fc56aecd3
|
||||
size 503936
|
||||
oid sha256:d1d867c2e9f3db233847da547c466325ba9f0a9e7478175281f3538cbb694709
|
||||
size 504112
|
||||
|
|
|
|||
|
|
@ -1,3 +1,3 @@
|
|||
version https://git-lfs.github.com/spec/v1
|
||||
oid sha256:3c37b1b7f12a429cd07873d0fdb7cc8692f6578b3e5320a6be0e68420fb4688e
|
||||
size 780868
|
||||
oid sha256:cc9c95992889a4c2930a39bd20f7c86b73f7c7ddb3b36492650afae2ae424641
|
||||
size 781051
|
||||
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|||
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|
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size 272435
|
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|
|
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|
@ -1,3 +1,3 @@
|
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|
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size 280139
|
||||
|
|
|
|||
|
|
@ -330,3 +330,20 @@ Math.euclidDistance3D = function(x1, y1, z1, x2, y2, z2)
|
|||
{
|
||||
return Math.sqrt(Math.euclidDistance3DSquared(x1, y1, z1, x2, y2, z2));
|
||||
};
|
||||
|
||||
/**
|
||||
* Clamps a value between a minimum and maximum range.
|
||||
*
|
||||
* @param {number} value - The value to clamp
|
||||
* @param {number} min - Minimum allowed value
|
||||
* @param {number} max - Maximum allowed value
|
||||
* @returns {number} The clamped value (min <= result <= max)
|
||||
*/
|
||||
Math.clamp = function(value, min, max)
|
||||
{
|
||||
if (value < min)
|
||||
return min;
|
||||
if (value > max)
|
||||
return max;
|
||||
return value;
|
||||
};
|
||||
|
|
|
|||
|
|
@ -442,3 +442,17 @@ Vector3D.div = function(v, f)
|
|||
{
|
||||
return new Vector3D(v.x / f, v.y / f, v.z / f);
|
||||
};
|
||||
|
||||
/**
|
||||
* Linear interpolation between this vector and another.
|
||||
* @param {Vector2D} v - The target vector.
|
||||
* @param {number} t - Interpolation factor (0 = this, 1 = v).
|
||||
* @returns {Vector2D} A new vector at the interpolated position.
|
||||
*/
|
||||
Vector2D.prototype.lerp = function(v, t)
|
||||
{
|
||||
return new Vector2D(
|
||||
this.x + (v.x - this.x) * t,
|
||||
this.y + (v.y - this.y) * t
|
||||
);
|
||||
};
|
||||
|
|
|
|||
|
|
@ -72,6 +72,7 @@
|
|||
"List": [
|
||||
{ "nick": "Alexandermb", "name": "Daniel Morgado" },
|
||||
{ "nick": "Athos" },
|
||||
{ "nick": "Atrik" },
|
||||
{ "nick": "Basshunter", "name": "Sebastián Gómez" },
|
||||
{ "nick": "BigTiger", "name": "Nathanael P. Moore" },
|
||||
{ "nick": "Brightgalrs", "name": "Robert D. Schultz" },
|
||||
|
|
@ -80,6 +81,7 @@
|
|||
{ "nick": "Enrique", "name": "Enrique Keykens Espolio" },
|
||||
{ "nick": "Gen.Kenobi", "name": "Daniel Schubert" },
|
||||
{ "nick": "Historicity", "name": "Shane" },
|
||||
{ "nick": "Langbart" },
|
||||
{ "nick": "Leyto", "name": "Valentin Levalet" },
|
||||
{ "nick": "LordGood", "name": "Johnathan B. Good" },
|
||||
{ "nick": "m7600" },
|
||||
|
|
|
|||
|
|
@ -507,6 +507,49 @@ var unitFilters = {
|
|||
}
|
||||
};
|
||||
|
||||
// Choose, inside a list of entities, which ones are targetable foes for boxtargeting.
|
||||
// We also filter out entities that aren't visible, or low priority like livestocks
|
||||
function getTargetableEntities(ents)
|
||||
{
|
||||
const player = g_ViewedPlayer;
|
||||
const simState = GetSimState();
|
||||
const isEnemy = simState.players[player].isEnemy;
|
||||
|
||||
// Filter valid target candidates
|
||||
const candidates = ents.filter(entity =>
|
||||
{
|
||||
const entState = GetEntityState(entity);
|
||||
return entState &&
|
||||
unitFilters.isUnit(entity) &&
|
||||
entState.visibility != "hidden";
|
||||
});
|
||||
|
||||
// Enemy players
|
||||
const enemyPlayers = candidates.filter(entity =>
|
||||
{
|
||||
const entState = GetEntityState(entity);
|
||||
return isEnemy[entState.player] && entState.player !== 0 && !hasClass(entState, "Domestic");
|
||||
});
|
||||
if (enemyPlayers.length > 0)
|
||||
return enemyPlayers;
|
||||
|
||||
// Gaia
|
||||
const gaiaUnits = candidates.filter(entity =>
|
||||
{
|
||||
const entState = GetEntityState(entity);
|
||||
return entState.player === 0;
|
||||
});
|
||||
if (gaiaUnits.length > 0)
|
||||
return gaiaUnits;
|
||||
|
||||
// Domestic animals
|
||||
return candidates.filter(entity =>
|
||||
{
|
||||
const entState = GetEntityState(entity);
|
||||
return hasClass(entState, "Domestic");
|
||||
});
|
||||
}
|
||||
|
||||
// Choose, inside a list of entities, which ones will be selected.
|
||||
// We may use several entity filters, until one returns at least one element.
|
||||
function getPreferredEntities(ents)
|
||||
|
|
@ -572,16 +615,19 @@ function handleInputBeforeGui(ev, hoveredObject)
|
|||
case INPUT_BANDBOXING:
|
||||
{
|
||||
const bandbox = Engine.GetGUIObjectByName("bandbox");
|
||||
const isAttackMode = Engine.HotkeyIsPressed("session.attack") && !g_IsObserver;
|
||||
switch (ev.type)
|
||||
{
|
||||
case "mousemotion":
|
||||
{
|
||||
const rect = updateBandbox(bandbox, ev, false);
|
||||
|
||||
const ents = Engine.PickPlayerEntitiesInRect(rect[0], rect[1], rect[2], rect[3], g_ViewedPlayer);
|
||||
const preferredEntities = getPreferredEntities(ents);
|
||||
g_Selection.setHighlightList(preferredEntities);
|
||||
const player = isAttackMode ? -1 : g_ViewedPlayer;
|
||||
|
||||
const ents = Engine.PickPlayerEntitiesInRect(rect[0], rect[1], rect[2], rect[3], player);
|
||||
const highlightEntities = isAttackMode ? getTargetableEntities(ents) : getPreferredEntities(ents);
|
||||
|
||||
g_Selection.setHighlightList(highlightEntities);
|
||||
return false;
|
||||
}
|
||||
|
||||
|
|
@ -589,6 +635,30 @@ function handleInputBeforeGui(ev, hoveredObject)
|
|||
if (ev.button == SDL_BUTTON_LEFT)
|
||||
{
|
||||
const rect = updateBandbox(bandbox, ev, true);
|
||||
if (isAttackMode)
|
||||
{
|
||||
// Box attack behavior
|
||||
const ents = Engine.PickPlayerEntitiesInRect(rect[0], rect[1], rect[2], rect[3], -1);
|
||||
|
||||
// Filter to only enemy units
|
||||
const enemyUnits = getTargetableEntities(ents);
|
||||
|
||||
// Get currently selected friendly units
|
||||
const selectedUnits = g_Selection.toList();
|
||||
|
||||
if (selectedUnits.length && enemyUnits.length)
|
||||
{
|
||||
// Sort entities by position
|
||||
const sortedCombattants = sortEntitiesForEngagement(selectedUnits, enemyUnits);
|
||||
// Distribute attack orders
|
||||
distributeAttackOrders(sortedCombattants.attackers, sortedCombattants.targets);
|
||||
}
|
||||
g_Selection.setHighlightList([]);
|
||||
inputState = INPUT_NORMAL;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
const ents = getPreferredEntities(Engine.PickPlayerEntitiesInRect(rect[0], rect[1], rect[2], rect[3], g_ViewedPlayer));
|
||||
g_Selection.setHighlightList([]);
|
||||
|
||||
|
|
@ -1371,6 +1441,7 @@ function positionUnitsFreehandSelectionMouseUp(ev)
|
|||
for (let i = 1; i < inputLine.length; ++i)
|
||||
lengthOfLine += inputLine[i].distanceTo(inputLine[i - 1]);
|
||||
|
||||
// Filter units that can move
|
||||
const selection = g_Selection.filter(ent => !!GetEntityState(ent).unitAI).sort((a, b) => a - b);
|
||||
|
||||
// Checking the line for a minimum length to save performance.
|
||||
|
|
@ -1380,39 +1451,43 @@ function positionUnitsFreehandSelectionMouseUp(ev)
|
|||
return !!action && doAction(action, ev);
|
||||
}
|
||||
|
||||
// Even distribution of the units on the line.
|
||||
let p0 = inputLine[0];
|
||||
let entityDistribution = [p0];
|
||||
const distanceBetweenEnts = lengthOfLine / (selection.length - 1);
|
||||
let freeDist = -distanceBetweenEnts;
|
||||
// Sort units by their projection onto the line direction (parallel sorting)
|
||||
const sortedSelection = sortEntitiesAlongLine(selection, inputLine[0], inputLine[inputLine.length - 1], true);
|
||||
|
||||
for (let i = 1; i < inputLine.length; ++i)
|
||||
const selectionCount = sortedSelection.length;
|
||||
const targetPositions = [];
|
||||
|
||||
// Distribute units evenly along the polyline
|
||||
for (let i = 0; i < selectionCount; ++i)
|
||||
{
|
||||
const p1 = inputLine[i];
|
||||
freeDist += inputLine[i - 1].distanceTo(p1);
|
||||
const t = i / (selectionCount - 1);
|
||||
const targetDistance = t * lengthOfLine;
|
||||
|
||||
while (freeDist >= 0)
|
||||
let accumulated = 0;
|
||||
let targetPoint = inputLine[0];
|
||||
for (let j = 1; j < inputLine.length; ++j)
|
||||
{
|
||||
p0 = Vector2D.sub(p0, p1).normalize().mult(freeDist).add(p1);
|
||||
entityDistribution.push(p0);
|
||||
freeDist -= distanceBetweenEnts;
|
||||
const segStart = inputLine[j - 1];
|
||||
const segEnd = inputLine[j];
|
||||
const segLength = segEnd.distanceTo(segStart);
|
||||
|
||||
if (accumulated + segLength >= targetDistance)
|
||||
{
|
||||
// Interpolate within this segment
|
||||
const remaining = targetDistance - accumulated;
|
||||
const frac = remaining / segLength;
|
||||
targetPoint = segStart.lerp(segEnd, frac);
|
||||
break;
|
||||
}
|
||||
accumulated += segLength;
|
||||
}
|
||||
targetPositions.push(targetPoint);
|
||||
}
|
||||
|
||||
// Rounding errors can lead to missing or too many points.
|
||||
entityDistribution = entityDistribution.slice(0, selection.length);
|
||||
entityDistribution = entityDistribution.concat(new Array(selection.length - entityDistribution.length).fill(inputLine[inputLine.length - 1]));
|
||||
|
||||
if (Vector2D.from3D(GetEntityState(selection[0]).position).distanceTo(entityDistribution[0]) +
|
||||
Vector2D.from3D(GetEntityState(selection[selection.length - 1]).position).distanceTo(entityDistribution[selection.length - 1]) >
|
||||
Vector2D.from3D(GetEntityState(selection[0]).position).distanceTo(entityDistribution[selection.length - 1]) +
|
||||
Vector2D.from3D(GetEntityState(selection[selection.length - 1]).position).distanceTo(entityDistribution[0]))
|
||||
entityDistribution.reverse();
|
||||
|
||||
Engine.PostNetworkCommand({
|
||||
"type": isAttackMovePressed() ? "attack-walk-custom" : "walk-custom",
|
||||
"entities": selection,
|
||||
"targetPositions": entityDistribution.map(pos => pos.toFixed(2)),
|
||||
"entities": sortedSelection,
|
||||
"targetPositions": targetPositions.map(pos => pos.toFixed(2)),
|
||||
"targetClasses": Engine.HotkeyIsPressed("session.attackmoveUnit") ? { "attack": ["Unit"] } : { "attack": ["Unit", "Structure"] },
|
||||
"queued": Engine.HotkeyIsPressed("session.queue"),
|
||||
"pushFront": Engine.HotkeyIsPressed("session.pushorderfront"),
|
||||
|
|
@ -1420,9 +1495,10 @@ function positionUnitsFreehandSelectionMouseUp(ev)
|
|||
});
|
||||
|
||||
// Add target markers with a minimum distance of 5 to each other.
|
||||
const entitiesBetweenMarker = Math.ceil(5 / distanceBetweenEnts);
|
||||
for (let i = 0; i < entityDistribution.length; i += entitiesBetweenMarker)
|
||||
DrawTargetMarker({ "x": entityDistribution[i].x, "z": entityDistribution[i].y });
|
||||
const stepDistance = lengthOfLine / (selectionCount - 1);
|
||||
const entitiesBetweenMarker = Math.max(1, Math.ceil(5 / stepDistance));
|
||||
for (let i = 0; i < targetPositions.length; i += entitiesBetweenMarker)
|
||||
DrawTargetMarker({ "x": targetPositions[i].x, "z": targetPositions[i].y });
|
||||
|
||||
Engine.GuiInterfaceCall("PlaySound", {
|
||||
"name": "order_walk",
|
||||
|
|
@ -1929,3 +2005,108 @@ function clearSelection()
|
|||
g_Selection.reset();
|
||||
preSelectedAction = ACTION_NONE;
|
||||
}
|
||||
|
||||
function distributeAttackOrders(attackers, targets)
|
||||
{
|
||||
if (targets.length < 1)
|
||||
return;
|
||||
|
||||
// Play attack sounds from a sample of units in selection
|
||||
const soundCount = Math.min(3, attackers.length);
|
||||
for (let i = 0; i < soundCount; i++)
|
||||
{
|
||||
const t = soundCount === 1 ? 0 : i / (soundCount - 1);
|
||||
const attackerIndex = Math.floor(t * (attackers.length - 1));
|
||||
|
||||
setTimeout(() =>
|
||||
{
|
||||
Engine.GuiInterfaceCall("PlaySound", {
|
||||
"name": "order_attack",
|
||||
"entity": attackers[attackerIndex]
|
||||
});
|
||||
}, i * 180);
|
||||
}
|
||||
|
||||
Engine.PostNetworkCommand({
|
||||
"type": "attack-group",
|
||||
"entities": attackers,
|
||||
"targets": targets,
|
||||
"queued": Engine.HotkeyIsPressed("session.queue"),
|
||||
"allowCapture": false
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Sorts attackers and targets for left-to-right engagement across the battle line.
|
||||
*
|
||||
* Entities are sorted by their perpendicular distance to the line connecting the
|
||||
* two army centers, creating natural pairings across the battle front.
|
||||
*
|
||||
* @param {number[]} attackers - Array of attacking entity IDs.
|
||||
* @param {number[]} targets - Array of target entity IDs.
|
||||
* @returns {Object} { attackers: number[], targets: number[] } - Both arrays sorted
|
||||
* for cross-line engagement (targets automatically reversed).
|
||||
*/
|
||||
function sortEntitiesForEngagement(attackers, targets)
|
||||
{
|
||||
const getPosition = (id) => GetEntityState(id).position;
|
||||
|
||||
const computeAveragePosition = (entities) =>
|
||||
{
|
||||
if (entities.length === 0) return new Vector2D(0, 0);
|
||||
const vectors = entities.map(id => Vector2D.from3D(getPosition(id)));
|
||||
return Vector2D.average(vectors);
|
||||
};
|
||||
|
||||
// Calculate the axis of engagement - the line between the groups' average positions
|
||||
const avgAttackers = computeAveragePosition(attackers);
|
||||
const avgTargets = computeAveragePosition(targets);
|
||||
|
||||
// Sort each group by perpendicular distance to the engagement line
|
||||
const sortedAttackers = sortEntitiesAlongLine(attackers, avgAttackers, avgTargets);
|
||||
const sortedTargets = sortEntitiesAlongLine(targets, avgAttackers, avgTargets);
|
||||
|
||||
// Reverse targets so the leftmost attacker pairs with leftmost target
|
||||
return {
|
||||
"attackers": sortedAttackers,
|
||||
"targets": sortedTargets.reverse()
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Sorts entity IDs by their projection onto a line's direction or perpendicular axis.
|
||||
*
|
||||
* @param {number[]} entities - Array of entity IDs.
|
||||
* @param {Vector2D} lineStart - Start point of the reference line.
|
||||
* @param {Vector2D} lineEnd - End point of the reference line.
|
||||
* @param {boolean} sortByDirection - If true, sort by parallel projection (along line);
|
||||
* If false, sort by perpendicular distance (default).
|
||||
* @returns {number[]} Sorted entity IDs.
|
||||
*/
|
||||
function sortEntitiesAlongLine(entities, lineStart, lineEnd, sortByDirection = false)
|
||||
{
|
||||
const dir = lineEnd.sub(lineStart);
|
||||
const length = dir.length();
|
||||
if (length === 0)
|
||||
return entities.slice();
|
||||
|
||||
// Choose basis vector: either parallel or perpendicular to the line
|
||||
let basis;
|
||||
if (sortByDirection)
|
||||
basis = dir.mult(1 / length); // Unit direction vector
|
||||
else
|
||||
basis = new Vector2D(-dir.y, dir.x).normalize(); // Perpendicular
|
||||
|
||||
const withCoord = entities.map(id =>
|
||||
{
|
||||
const pos = GetEntityState(id).position;
|
||||
const point2D = Vector2D.from3D(pos);
|
||||
const rel = point2D.sub(lineStart);
|
||||
const coord = rel.dot(basis); // Project onto basis vector
|
||||
return { id, coord };
|
||||
});
|
||||
|
||||
// Sort by that coordinate
|
||||
withCoord.sort((a, b) => a.coord - b.coord);
|
||||
return withCoord.map(item => item.id);
|
||||
}
|
||||
|
|
@ -25,13 +25,17 @@ class CounterPopulation
|
|||
for (const resCode of g_ResourceData.GetCodes())
|
||||
total += playerState.resourceGatherers[resCode];
|
||||
|
||||
this.stats.caption = coloredText(total, total ? this.DefaultTotalGatherersColor : this.DefaultTotalGatherersColorZero);
|
||||
const colorizedTotal = coloredText(total,
|
||||
total ? this.DefaultTotalGatherersColor : this.DefaultTotalGatherersColorZero);
|
||||
this.stats.caption = colorizedTotal;
|
||||
|
||||
this.isTrainingBlocked = playerState.trainingBlocked;
|
||||
|
||||
this.panel.tooltip =
|
||||
setStringTags(translate(this.PopulationTooltip), CounterManager.ResourceTitleTags) +
|
||||
getAllyStatTooltip(this.getTooltipData.bind(this));
|
||||
setStringTags(translate(this.PopulationTooltipTitle), CounterManager.ResourceTitleTags) +
|
||||
"\n" + sprintf(this.PopulationTooltip, state) +
|
||||
getAllyStatTooltip(this.getTooltipData.bind(this)) + "\n" +
|
||||
sprintf(this.CurrentGatherersTooltip, { "currentGatherers": colorizedTotal });
|
||||
}
|
||||
|
||||
getTooltipData(playerState, playername)
|
||||
|
|
@ -62,10 +66,20 @@ class CounterPopulation
|
|||
// Translation: Do not insert spaces around the slash symbol for this exact string. Keep only one space between popLimit and popMax.
|
||||
CounterPopulation.prototype.CounterCaption = markForTranslation("%(popCount)s/%(popLimit)s (%(popMax)s)");
|
||||
|
||||
CounterPopulation.prototype.PopulationTooltip = markForTranslation("Population: current/limit (max)");
|
||||
CounterPopulation.prototype.PopulationTooltipTitle = markForTranslation("Population");
|
||||
CounterPopulation.prototype.PopulationTooltip =
|
||||
translate("Current population: %(popCount)s\nPopulation limit: %(popLimit)s\nMaximum population: %(popMax)s");
|
||||
|
||||
CounterPopulation.prototype.AllyPopulationTooltip = markForTranslation("%(popCount)s/%(popLimit)s (%(popMax)s)");
|
||||
|
||||
/**
|
||||
* Storing the translated and formatted gatherer string in the prototype.
|
||||
* Including the number might seem redundant but is required since the collor
|
||||
* isn't enough to associate it with the number in the top panel.
|
||||
*/
|
||||
CounterPopulation.prototype.CurrentGatherersTooltip =
|
||||
setStringTags(translate("Current gatherers: %(currentGatherers)s"), { "font": "sans-14" });
|
||||
|
||||
/**
|
||||
* Color to highlight the total number of gatherers at zero.
|
||||
*/
|
||||
|
|
|
|||
|
|
@ -17,7 +17,9 @@ class CounterResource
|
|||
this.count.caption = abbreviateLargeNumbers(Math.floor(playerState.resourceCounts[this.resCode]));
|
||||
|
||||
const gatherers = playerState.resourceGatherers[this.resCode];
|
||||
this.stats.caption = coloredText(gatherers, gatherers ? this.DefaultResourceGatherersColor : this.DefaultResourceGatherersColorZero);
|
||||
const colorizedGatherers = coloredText(gatherers,
|
||||
gatherers ? this.DefaultResourceGatherersColor : this.DefaultResourceGatherersColorZero);
|
||||
this.stats.caption = colorizedGatherers;
|
||||
|
||||
|
||||
// TODO: Set the tooltip only if hovered?
|
||||
|
|
@ -28,7 +30,9 @@ class CounterResource
|
|||
this.panel.tooltip =
|
||||
setStringTags(resourceNameFirstWord(this.resCode), CounterManager.ResourceTitleTags) +
|
||||
description +
|
||||
getAllyStatTooltip(this.getTooltipData.bind(this));
|
||||
getAllyStatTooltip(this.getTooltipData.bind(this)) + "\n" +
|
||||
sprintf(CounterPopulation.prototype.CurrentGatherersTooltip,
|
||||
{ "currentGatherers": colorizedGatherers });
|
||||
}
|
||||
|
||||
getTooltipData(playerState, playername)
|
||||
|
|
|
|||
|
|
@ -208,3 +208,13 @@
|
|||
“This is a woman's resolve; as for men, they may live and be slaves.” \n— Boudicca, rallying against Roman occupation (Tacitus's Annals, Book 14, Chapter 35)
|
||||
“There are two things, knowledge and opinion; one makes its possessor know, the other to be ignorant.” \n— (Hippocratic treatise known as “The Law”, part of the Hippocratic Corpus)
|
||||
“Let them hate me, so long as they fear me.” \n— Caligula (Suetonius, The Twelve Caesars, Book 30)
|
||||
“There is no instance of a nation benefiting from prolonged warfare.” \n— Sun Tzu (“The Art of War”, Chapter 2)
|
||||
“To subdue the enemy without fighting is the acme of skill.” \n— Sun Tzu (“The Art of War”, Chapter 3)
|
||||
“One defends when his strength is inadequate; he attacks when it is abundant.” \n— Sun Tzu (“The Art of War”, Chapter 4)
|
||||
“When torrential water tosses boulders, it is because of its momentum. When the strike of a hawk breaks the body of its prey, it is because of timing.” \n— Sun Tzu (“The Art of War”, Chapter 5)
|
||||
“Treat your men as you would your own beloved sons. And they will follow you into the deepest valley.” \n— Sun Tzu (“The Art of War”, Chapter 10)
|
||||
“Woe to the defeated!” \n— Brennus disputing the weight of gold ransom while sacking Rome c. 387 BC (Livy, “Ab Urbe Condita”, Book 5, Chapter 48)
|
||||
“\[Brutus] found the women fighting and perishing in company with the men with such bravery that they uttered no cry even in the midst of slaughter.” \n— Brutus in Lusitania during the battles with Viriathus (Appian of Alexandria, “The Spanish Wars”, 15)
|
||||
“What I desire for my own children, I desire for all men.” \n— Ashoka the Great (“The Kalinga Rock Edicts”)
|
||||
“If you Romans choose to lord it over the world, does it follow that the world is to accept slavery ?” \n— Caratacus pleading for pardon from Roman Emperor Claudius in Rome (Tacitus, “Annals”, 12.37)
|
||||
“And where am I to get so many soldiers ?” \n— Septimius Severus, frustrated with the challenge of controlling his own men and the harsh realities of frontier warfare against the northern tribes in Britannia. (Cassius Dio, “Roman History”, Vol IX, Book LXXVI, Section 11)
|
||||
|
|
|
|||
|
|
@ -603,4 +603,147 @@ TriggerHelper.SpawnAndTurretAtClasses = function(playerID, classes, templates, c
|
|||
return results;
|
||||
};
|
||||
|
||||
/**
|
||||
* Makes an entity permanently visible to all players by:
|
||||
* - Setting alwaysVisible flag
|
||||
* - Deactivating fogging (no mirages)
|
||||
* - Exploring the surrounding area
|
||||
* - Forcing a visibility update
|
||||
*
|
||||
* @param {number} ent - Entity ID to make permanently visible
|
||||
*/
|
||||
TriggerHelper.MakeEntityPermanentlyVisible = function(ent)
|
||||
{
|
||||
const cmpVisibility = Engine.QueryInterface(ent, IID_Visibility);
|
||||
if (cmpVisibility)
|
||||
{
|
||||
cmpVisibility.alwaysVisible = true;
|
||||
cmpVisibility.SetActivated(true);
|
||||
}
|
||||
|
||||
const cmpFogging = Engine.QueryInterface(ent, IID_Fogging);
|
||||
if (cmpFogging)
|
||||
cmpFogging.PermanentlyReveal("all");
|
||||
|
||||
const cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
|
||||
const cmpPosition = Engine.QueryInterface(ent, IID_Position);
|
||||
if (cmpRangeManager && cmpPosition && cmpPosition.IsInWorld())
|
||||
{
|
||||
const pos = cmpPosition.GetPosition2D();
|
||||
const numPlayers = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetNumPlayers();
|
||||
|
||||
const exploreRadius = TriggerHelper.CalculateExplorationRadius(ent);
|
||||
|
||||
for (let i = 1; i < numPlayers; ++i)
|
||||
cmpRangeManager.ExploreCircle(i, pos.x, pos.y, exploreRadius);
|
||||
|
||||
cmpRangeManager.RequestVisibilityUpdate(ent);
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Calculate a reasonable exploration radius from an entity's footprint.
|
||||
* Calculates the radius as the entity's full extent to reveal the surrounding area.
|
||||
* This is equivalent to (extent/2) * 2, giving a 2x margin around the entity.
|
||||
*/
|
||||
TriggerHelper.CalculateExplorationRadius = function(ent)
|
||||
{
|
||||
const cmpFootprint = Engine.QueryInterface(ent, IID_Footprint);
|
||||
if (!cmpFootprint)
|
||||
return 50;
|
||||
|
||||
const shapeInfo = cmpFootprint.GetShape();
|
||||
|
||||
let halfExtent; // The radius of the entity (half its size)
|
||||
if (shapeInfo && shapeInfo.type === "circle")
|
||||
halfExtent = shapeInfo.radius || shapeInfo.size0;
|
||||
else if (shapeInfo && shapeInfo.type === "square")
|
||||
halfExtent = Math.max(shapeInfo.width || shapeInfo.size0, shapeInfo.depth || shapeInfo.size1) / 2;
|
||||
else
|
||||
return 50;
|
||||
|
||||
// Use 2x the entity's radius to reveal surrounding area
|
||||
// This gives a comfortable margin around the entity
|
||||
const radius = halfExtent * 2;
|
||||
return radius;
|
||||
};
|
||||
|
||||
/**
|
||||
* Sends a notification to specific players.
|
||||
*
|
||||
* @param {string} message - The message to display (use markForTranslation)
|
||||
* @param {number[]} players - Array of player IDs to send the notification to
|
||||
* @param {number} duration - Duration in milliseconds
|
||||
* @param {Object} parameters - Translation parameters (optional)
|
||||
*/
|
||||
TriggerHelper.SendNotification = function(message, players, duration = 30000, parameters = {}, translateParameters = [])
|
||||
{
|
||||
const cmpGuiInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface);
|
||||
if (!cmpGuiInterface)
|
||||
return;
|
||||
|
||||
// Ensure all parameter values are primitive types
|
||||
const primitiveParameters = {};
|
||||
for (const key in parameters)
|
||||
{
|
||||
const value = parameters[key];
|
||||
if (typeof value === "string" || typeof value === "number" || typeof value === "boolean")
|
||||
primitiveParameters[key] = value;
|
||||
else
|
||||
primitiveParameters[key] = String(value);
|
||||
}
|
||||
|
||||
cmpGuiInterface.AddTimeNotification(
|
||||
{
|
||||
"message": message,
|
||||
"players": players,
|
||||
"parameters": primitiveParameters,
|
||||
"translateMessage": true,
|
||||
"translateParameters": translateParameters
|
||||
},
|
||||
duration
|
||||
);
|
||||
};
|
||||
|
||||
/**
|
||||
* Sends a notification to a specific player and a different notification to all other active players.
|
||||
*
|
||||
* @param {number} player - The player ID who gets the 'owner' message
|
||||
* @param {string} ownerMessage - Message for the specified player (use markForTranslation)
|
||||
* @param {string} othersMessage - Message for all other active players (use markForTranslation)
|
||||
* @param {number} duration - Duration in milliseconds
|
||||
* @param {Object} parameters - Translation parameters shared by both messages (optional)
|
||||
* @param {Object} ownerParameters - Additional parameters for the owner message (optional)
|
||||
* @param {Object} othersParameters - Additional parameters for the others message (optional)
|
||||
*/
|
||||
TriggerHelper.SendDualNotification = function(player, ownerMessage, othersMessage, duration = 30000, parameters = {}, ownerParameters = {}, othersParameters = {})
|
||||
{
|
||||
const numPlayers = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetNumPlayers();
|
||||
|
||||
const others = [-1]; // Include observers (player id -1)
|
||||
for (let playerID = 1; playerID < numPlayers; ++playerID)
|
||||
{
|
||||
if (playerID == player)
|
||||
continue;
|
||||
const cmpPlayer = QueryPlayerIDInterface(playerID);
|
||||
if (cmpPlayer && cmpPlayer.GetState() == "defeated")
|
||||
continue;
|
||||
others.push(playerID);
|
||||
}
|
||||
|
||||
const mergedOwnerParams = Object.assign({}, parameters, ownerParameters);
|
||||
const mergedOthersParams = Object.assign({}, parameters, othersParameters);
|
||||
|
||||
// Auto-detect translatable parameters (those starting with "_" or named "player")
|
||||
const translateParameters = Object.keys(mergedOthersParams).filter(key => key.startsWith("_") || key == "player");
|
||||
|
||||
TriggerHelper.SendNotification(ownerMessage, [player], duration, mergedOwnerParams, translateParameters);
|
||||
TriggerHelper.SendNotification(othersMessage, others, duration, mergedOthersParams, translateParameters);
|
||||
};
|
||||
|
||||
TriggerHelper.SendWonderNotifications = function(owner, othersMessage, ownerMessage)
|
||||
{
|
||||
TriggerHelper.SendDualNotification(owner, ownerMessage, othersMessage, 30000, { "_player_": owner });
|
||||
};
|
||||
|
||||
Engine.RegisterGlobal("TriggerHelper", TriggerHelper);
|
||||
|
|
|
|||
|
|
@ -1,16 +1,42 @@
|
|||
Trigger.prototype.WonderVictoryEntityRenamed = function(data)
|
||||
{
|
||||
if (this.wonderVictoryMessages[data.entity] && Engine.QueryInterface(data.newentity, IID_Wonder))
|
||||
{
|
||||
// When an entity is renamed, we first create a new entity,
|
||||
// which in case it is a wonder will receive a timer.
|
||||
// However on a rename we want to use the timer from the old entity,
|
||||
// so we need to remove the timer of the new entity.
|
||||
this.WonderVictoryDeleteTimer(data.newentity);
|
||||
if (!Engine.QueryInterface(data.newentity, IID_Wonder))
|
||||
return;
|
||||
|
||||
// Check if wonder victory is enabled
|
||||
const cmpEndGameManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_EndGameManager);
|
||||
if (!cmpEndGameManager)
|
||||
return;
|
||||
|
||||
const victoryConditions = cmpEndGameManager.GetVictoryConditions();
|
||||
if (!victoryConditions || !victoryConditions.includes("wonder"))
|
||||
return;
|
||||
|
||||
// Handle timer transfer (only if old entity had the timer)
|
||||
if (this.wonderVictoryMessages[data.entity])
|
||||
{
|
||||
this.WonderVictoryDeleteTimer(data.newentity);
|
||||
this.wonderVictoryMessages[data.newentity] = this.wonderVictoryMessages[data.entity];
|
||||
delete this.wonderVictoryMessages[data.entity];
|
||||
}
|
||||
|
||||
// Make the completed wonder permanently visible
|
||||
TriggerHelper.MakeEntityPermanentlyVisible(data.newentity);
|
||||
|
||||
// Send "wonder completed" notifications (only for non-Gaia wonders)
|
||||
const cmpOwnership = Engine.QueryInterface(data.newentity, IID_Ownership);
|
||||
if (cmpOwnership)
|
||||
{
|
||||
const owner = cmpOwnership.GetOwner();
|
||||
if (owner > 0)
|
||||
{
|
||||
TriggerHelper.SendWonderNotifications(
|
||||
owner,
|
||||
markForTranslation("%(_player_)s has built a Wonder!"),
|
||||
markForTranslation("You have built a Wonder!")
|
||||
);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
Trigger.prototype.WonderVictoryOwnershipChanged = function(data)
|
||||
|
|
@ -18,6 +44,15 @@ Trigger.prototype.WonderVictoryOwnershipChanged = function(data)
|
|||
if (!Engine.QueryInterface(data.entity, IID_Wonder))
|
||||
return;
|
||||
|
||||
// Check if wonder victory is enabled
|
||||
const cmpEndGameManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_EndGameManager);
|
||||
if (!cmpEndGameManager)
|
||||
return;
|
||||
|
||||
const victoryConditions = cmpEndGameManager.GetVictoryConditions();
|
||||
if (!victoryConditions || !victoryConditions.includes("wonder"))
|
||||
return;
|
||||
|
||||
this.WonderVictoryDeleteTimer(data.entity);
|
||||
|
||||
if (data.to > 0)
|
||||
|
|
@ -146,11 +181,69 @@ Trigger.prototype.WonderVictorySetWinner = function(playerID)
|
|||
n));
|
||||
};
|
||||
|
||||
Trigger.prototype.WonderStartNotification = function(data)
|
||||
{
|
||||
// Check if wonder victory is enabled in game settings
|
||||
const cmpEndGameManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_EndGameManager);
|
||||
if (!cmpEndGameManager)
|
||||
return;
|
||||
|
||||
// Don't show the wonder foundation if it's not a wonder victory game
|
||||
const victoryConditions = cmpEndGameManager.GetVictoryConditions();
|
||||
if (!victoryConditions || !victoryConditions.includes("wonder"))
|
||||
return;
|
||||
|
||||
const cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
|
||||
if (!cmpTemplateManager)
|
||||
return;
|
||||
|
||||
const template = cmpTemplateManager.GetTemplate(data.template);
|
||||
|
||||
if (!template || !("Wonder" in template))
|
||||
return;
|
||||
|
||||
const owner = TriggerHelper.GetOwner(data.foundation);
|
||||
if (owner <= 0)
|
||||
return;
|
||||
|
||||
TriggerHelper.MakeEntityPermanentlyVisible(data.foundation);
|
||||
|
||||
TriggerHelper.SendWonderNotifications(
|
||||
owner,
|
||||
markForTranslation("%(_player_)s has started building a Wonder."),
|
||||
markForTranslation("You have started building a Wonder.")
|
||||
);
|
||||
};
|
||||
|
||||
Trigger.prototype.RevealGaiaWonders = function()
|
||||
{
|
||||
Engine.ProfileStart("RevealGaiaWonders");
|
||||
const cmpEndGameManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_EndGameManager);
|
||||
if (!cmpEndGameManager)
|
||||
return;
|
||||
|
||||
const victoryConditions = cmpEndGameManager.GetVictoryConditions();
|
||||
if (!victoryConditions || !victoryConditions.includes("wonder"))
|
||||
return;
|
||||
|
||||
// Find and reveal all Gaia wonders
|
||||
const gaiaWonders = Engine.GetEntitiesWithInterface(IID_Wonder).filter(
|
||||
ent => TriggerHelper.GetOwner(ent) === 0
|
||||
);
|
||||
|
||||
for (const ent of gaiaWonders)
|
||||
TriggerHelper.MakeEntityPermanentlyVisible(ent);
|
||||
|
||||
Engine.ProfileStop();
|
||||
};
|
||||
|
||||
{
|
||||
const cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger);
|
||||
cmpTrigger.RegisterTrigger("OnEntityRenamed", "WonderVictoryEntityRenamed", { "enabled": true });
|
||||
cmpTrigger.RegisterTrigger("OnOwnershipChanged", "WonderVictoryOwnershipChanged", { "enabled": true });
|
||||
cmpTrigger.RegisterTrigger("OnDiplomacyChanged", "WonderVictoryDiplomacyChanged", { "enabled": true });
|
||||
cmpTrigger.RegisterTrigger("OnPlayerWon", "WonderVictoryPlayerWon", { "enabled": true });
|
||||
cmpTrigger.RegisterTrigger("OnConstructionStarted", "WonderStartNotification", { "enabled": true });
|
||||
cmpTrigger.DoAfterDelay(0, "RevealGaiaWonders", {});
|
||||
cmpTrigger.wonderVictoryMessages = {};
|
||||
}
|
||||
|
|
|
|||
|
|
@ -286,17 +286,21 @@ Attack.prototype.CanAttack = function(target, wantedTypes)
|
|||
if (!cmpTargetPlayer || !cmpEntityPlayer)
|
||||
return false;
|
||||
|
||||
// Must be visible or miraged / with retainInFog flag, not completely hidden
|
||||
const cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
|
||||
if (cmpRangeManager)
|
||||
{
|
||||
const visibility = cmpRangeManager.GetLosVisibility(target, cmpEntityPlayer.GetPlayerID());
|
||||
if (visibility == "hidden")
|
||||
return false;
|
||||
}
|
||||
|
||||
const types = this.GetAttackTypes(wantedTypes);
|
||||
const entityOwner = cmpEntityPlayer.GetPlayerID();
|
||||
const targetOwner = cmpTargetPlayer.GetPlayerID();
|
||||
const cmpCapturable = QueryMiragedInterface(target, IID_Capturable);
|
||||
const cmpDiplomacy = QueryPlayerIDInterface(entityOwner, IID_Diplomacy);
|
||||
|
||||
// Check if the relative height difference is larger than the attack range
|
||||
// If the relative height is bigger, it means they will never be able to
|
||||
// reach each other, no matter how close they come.
|
||||
const heightDiff = Math.abs(cmpThisPosition.GetHeightOffset() - cmpTargetPosition.GetHeightOffset());
|
||||
|
||||
for (const type of types)
|
||||
{
|
||||
if (type != "Capture" && (!cmpDiplomacy?.IsEnemy(targetOwner) || !cmpHealth || !cmpHealth.GetHitpoints()))
|
||||
|
|
@ -305,7 +309,8 @@ Attack.prototype.CanAttack = function(target, wantedTypes)
|
|||
if (type == "Capture" && (!cmpCapturable || !cmpCapturable.CanCapture(entityOwner)))
|
||||
continue;
|
||||
|
||||
if (heightDiff > this.GetRange(type).max)
|
||||
// Check if the target is currently in range, or could ever be reached
|
||||
if (!this.IsTargetInRange(target, type) && !this.CanEverReachTarget(target, type))
|
||||
continue;
|
||||
|
||||
const restrictedClasses = this.GetRestrictedClasses(type);
|
||||
|
|
@ -319,6 +324,77 @@ Attack.prototype.CanAttack = function(target, wantedTypes)
|
|||
return false;
|
||||
};
|
||||
|
||||
/**
|
||||
* Check if the target could potentially ever be reached with the given attack type,
|
||||
* as an optimistic estimate. This assumes the attacker can move to the closest
|
||||
* possible position to the target — ignoring obstructions and terrain features
|
||||
* (e.g., hills) that might help or hinder.
|
||||
*
|
||||
* This is a best-effort guess:
|
||||
* - It may return true even when the target is actually unreachable (e.g., turreted
|
||||
* units on walls with a height offset too large for the projectile to overcome).
|
||||
* - It may return false even when the target is reachable (e.g., a nearby hill could
|
||||
* provide enough elevation to hit a "too high" target, but we don't check for that).
|
||||
*
|
||||
* Currently these checks are mostly useful to determine if we can reach turreted units
|
||||
* (e.g. on a wall, outpost...).
|
||||
*
|
||||
* @param {number} targetId - The target entity ID.
|
||||
* @param {string} type - The attack type.
|
||||
* @return {boolean} - Whether the target is estimated to be reachable (see caveats above).
|
||||
*/
|
||||
Attack.prototype.CanEverReachTarget = function(targetId, type)
|
||||
{
|
||||
const cmpThisPosition = Engine.QueryInterface(this.entity, IID_Position);
|
||||
const cmpTargetPosition = Engine.QueryInterface(targetId, IID_Position);
|
||||
|
||||
const thisHeightOffset = cmpThisPosition.GetHeightOffset();
|
||||
const targetHeightOffset = cmpTargetPosition.GetHeightOffset();
|
||||
|
||||
const range = this.GetRange(type);
|
||||
|
||||
// Find the closest horizontal distance we could ever get to the target.
|
||||
// We first determine the closest horizontal distance we could ever get to the target,
|
||||
// accounting for turreted units inside buildings:
|
||||
// - If the building blocks movement, we can only reach its exterior edge.
|
||||
// - If the building is passable, we can walk right up to the turret point.
|
||||
const cmpTurretable = Engine.QueryInterface(targetId, IID_Turretable);
|
||||
const holderId = cmpTurretable?.HolderID();
|
||||
let closestDistance = 0;
|
||||
if (holderId && holderId != INVALID_ENTITY)
|
||||
{
|
||||
const cmpTurretHolder = Engine.QueryInterface(holderId, IID_TurretHolder);
|
||||
if (cmpTurretHolder)
|
||||
{
|
||||
const turretPoint = cmpTurretHolder.GetOccupiedTurretPoint(targetId);
|
||||
closestDistance = cmpTurretHolder.GetClosestApproachDistanceToTurretPoint(turretPoint);
|
||||
}
|
||||
}
|
||||
|
||||
if (!range.parabolic)
|
||||
{
|
||||
// For non-parabolic attacks (e.g., "Melee" attack type), we check if the height offset
|
||||
// is within max range at the closest possible horizontal distance (simple 3D distance check).
|
||||
const heightDiff = Math.abs(targetHeightOffset - thisHeightOffset);
|
||||
return Math.sqrt(closestDistance * closestDistance + heightDiff * heightDiff) <= range.max;
|
||||
}
|
||||
|
||||
// For parabolic attacks (generally "Ranged" attack type), we use the parabolic formula
|
||||
// to determine if the height offset is surmountable at the closest possible distance.
|
||||
// Typical scenario: units on walls/towers may be unreachable if the attacker's
|
||||
// projectiles can't arc high enough, even at point-blank range.
|
||||
const cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
|
||||
if (!cmpRangeManager)
|
||||
return true;
|
||||
|
||||
const yOrigin = this.GetAttackYOrigin(type);
|
||||
|
||||
const maxReachableHeightDiff = cmpRangeManager.GetMaxReachableParabolicHeight(
|
||||
range.max, yOrigin, closestDistance);
|
||||
|
||||
return targetHeightOffset - thisHeightOffset <= maxReachableHeightDiff;
|
||||
};
|
||||
|
||||
/**
|
||||
* Returns undefined if we have no preference or the lowest index of a preferred class.
|
||||
*/
|
||||
|
|
@ -353,12 +429,14 @@ Attack.prototype.GetPreference = function(target)
|
|||
*/
|
||||
Attack.prototype.GetFullAttackRange = function()
|
||||
{
|
||||
const ret = { "min": Infinity, "max": 0 };
|
||||
const ret = { "min": Infinity, "max": 0, "parabolic": false };
|
||||
for (const type of this.GetAttackTypes())
|
||||
{
|
||||
const range = this.GetRange(type);
|
||||
ret.min = Math.min(ret.min, range.min);
|
||||
ret.max = Math.max(ret.max, range.max);
|
||||
if (range.parabolic)
|
||||
ret.parabolic = true;
|
||||
}
|
||||
return ret;
|
||||
};
|
||||
|
|
@ -475,7 +553,39 @@ Attack.prototype.GetRange = function(type)
|
|||
let min = +(this.template[type].MinRange || 0);
|
||||
min = ApplyValueModificationsToEntity("Attack/" + type + "/MinRange", min, this.entity);
|
||||
|
||||
return { "max": max, "min": min };
|
||||
return {
|
||||
"max": max,
|
||||
"min": min,
|
||||
"parabolic": type === "Ranged"
|
||||
};
|
||||
};
|
||||
|
||||
/**
|
||||
* Get the effective range for attacking a specific target, accounting
|
||||
* for elevation and projectile physics where applicable.
|
||||
* @param {number} target - The target entity ID.
|
||||
* @param {string} type - The attack type.
|
||||
* @return {{ min: number, max: number }} - The min and max effective range.
|
||||
*/
|
||||
Attack.prototype.GetEffectiveAttackRange = function(target, type)
|
||||
{
|
||||
const range = this.GetRange(type);
|
||||
|
||||
// Only Parabolic attacks get parabolic elevation adjustment
|
||||
if (!range.parabolic)
|
||||
return range;
|
||||
|
||||
const cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
|
||||
if (!cmpRangeManager)
|
||||
return range;
|
||||
|
||||
const effectiveMax = cmpRangeManager.GetEffectiveParabolicRange(
|
||||
this.entity, target, range.max, this.GetAttackYOrigin(type));
|
||||
|
||||
if (effectiveMax < 0)
|
||||
return { "min": Infinity, "max": 0 }; // Out of range
|
||||
|
||||
return { "min": range.min, "max": effectiveMax };
|
||||
};
|
||||
|
||||
Attack.prototype.GetAttackYOrigin = function(type)
|
||||
|
|
@ -813,14 +923,9 @@ Attack.prototype.PerformAttack = function(type, target)
|
|||
*/
|
||||
Attack.prototype.IsTargetInRange = function(target, type)
|
||||
{
|
||||
const range = this.GetRange(type);
|
||||
return Engine.QueryInterface(SYSTEM_ENTITY, IID_ObstructionManager).IsInTargetParabolicRange(
|
||||
this.entity,
|
||||
target,
|
||||
range.min,
|
||||
range.max,
|
||||
this.GetAttackYOrigin(type),
|
||||
false);
|
||||
const range = this.GetEffectiveAttackRange(target, type);
|
||||
return Engine.QueryInterface(SYSTEM_ENTITY, IID_ObstructionManager).IsInTargetRange(
|
||||
this.entity, target, range.min, range.max, false);
|
||||
};
|
||||
|
||||
Attack.prototype.OnValueModification = function(msg)
|
||||
|
|
|
|||
|
|
@ -127,10 +127,20 @@ BuildingAI.prototype.SetupRangeQuery = function()
|
|||
|
||||
const range = cmpAttack.GetRange(attackType);
|
||||
const yOrigin = cmpAttack.GetAttackYOrigin(attackType);
|
||||
|
||||
// Get building's vision range
|
||||
const cmpVision = Engine.QueryInterface(this.entity, IID_Vision);
|
||||
const visionRange = cmpVision ? cmpVision.GetRange() : 0;
|
||||
|
||||
// Base range
|
||||
const baseRange = Math.min(visionRange, range.max);
|
||||
|
||||
// This takes entity sizes into accounts, so no need to compensate for structure size.
|
||||
this.enemyUnitsQuery = cmpRangeManager.CreateActiveParabolicQuery(
|
||||
this.entity, range.min, range.max, yOrigin,
|
||||
enemies, IID_Resistance, cmpRangeManager.GetEntityFlagMask("normal"));
|
||||
this.entity, range.min, range.max, baseRange, yOrigin,
|
||||
enemies, IID_Resistance, cmpRangeManager.GetEntityFlagMask("normal"),
|
||||
true // Allow mirages for attack queries
|
||||
);
|
||||
|
||||
cmpRangeManager.EnableActiveQuery(this.enemyUnitsQuery);
|
||||
};
|
||||
|
|
@ -156,10 +166,17 @@ BuildingAI.prototype.SetupGaiaRangeQuery = function()
|
|||
const range = cmpAttack.GetRange(attackType);
|
||||
const yOrigin = cmpAttack.GetAttackYOrigin(attackType);
|
||||
|
||||
// Get building's vision range
|
||||
const cmpVision = Engine.QueryInterface(this.entity, IID_Vision);
|
||||
const visionRange = cmpVision ? cmpVision.GetRange() : 0;
|
||||
|
||||
// Base range
|
||||
const baseRange = Math.min(visionRange, range.max);
|
||||
|
||||
// This query is only interested in Gaia entities that can attack.
|
||||
// This takes entity sizes into accounts, so no need to compensate for structure size.
|
||||
this.gaiaUnitsQuery = cmpRangeManager.CreateActiveParabolicQuery(
|
||||
this.entity, range.min, range.max, yOrigin,
|
||||
this.entity, range.min, range.max, baseRange, yOrigin,
|
||||
[0], IID_Attack, cmpRangeManager.GetEntityFlagMask("normal"));
|
||||
|
||||
cmpRangeManager.EnableActiveQuery(this.gaiaUnitsQuery);
|
||||
|
|
@ -170,7 +187,6 @@ BuildingAI.prototype.SetupGaiaRangeQuery = function()
|
|||
*/
|
||||
BuildingAI.prototype.OnRangeUpdate = function(msg)
|
||||
{
|
||||
|
||||
var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
|
||||
if (!cmpAttack)
|
||||
return;
|
||||
|
|
@ -189,10 +205,10 @@ BuildingAI.prototype.OnRangeUpdate = function(msg)
|
|||
|
||||
// Add new targets.
|
||||
for (const entity of msg.added)
|
||||
if (cmpAttack.CanAttack(entity))
|
||||
if (!this.targetUnits.includes(entity))
|
||||
this.targetUnits.push(entity);
|
||||
|
||||
// Remove targets outside of vision-range.
|
||||
// Remove targets out of range.
|
||||
for (const entity of msg.removed)
|
||||
{
|
||||
const index = this.targetUnits.indexOf(entity);
|
||||
|
|
@ -375,13 +391,7 @@ BuildingAI.prototype.FireArrows = function()
|
|||
{
|
||||
|
||||
const selectedTarget = targets[targetIndex].entityId;
|
||||
if (this.CheckTargetVisible(selectedTarget) && cmpObstructionManager.IsInTargetParabolicRange(
|
||||
this.entity,
|
||||
selectedTarget,
|
||||
range.min,
|
||||
range.max,
|
||||
yOrigin,
|
||||
false))
|
||||
if (cmpAttack.CanAttack(selectedTarget, [attackType]))
|
||||
{
|
||||
cmpAttack.PerformAttack(attackType, selectedTarget);
|
||||
PlaySound("attack_" + attackType.toLowerCase(), this.entity);
|
||||
|
|
|
|||
|
|
@ -29,6 +29,7 @@ Fogging.prototype.Init = function()
|
|||
this.mirages = [];
|
||||
this.miraged = [];
|
||||
this.seen = [];
|
||||
this.revealed = [];
|
||||
|
||||
const numPlayers = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetNumPlayers();
|
||||
for (let player = 0; player < numPlayers; ++player)
|
||||
|
|
@ -36,6 +37,7 @@ Fogging.prototype.Init = function()
|
|||
this.mirages.push(INVALID_ENTITY);
|
||||
this.miraged.push(false);
|
||||
this.seen.push(false);
|
||||
this.revealed.push(false);
|
||||
}
|
||||
};
|
||||
|
||||
|
|
@ -169,6 +171,45 @@ Fogging.prototype.WasSeen = function(player)
|
|||
return this.seen[player];
|
||||
};
|
||||
|
||||
/**
|
||||
* Permanently reveal this entity to one or all players.
|
||||
* Destroys existing mirages and optionally deactivates fogging entirely.
|
||||
* @param {number|string} player - Player ID to reveal to, or "all" for all players.
|
||||
*/
|
||||
Fogging.prototype.PermanentlyReveal = function(player = "all")
|
||||
{
|
||||
const cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
|
||||
|
||||
// Validate single player case
|
||||
if (player !== "all" && (player < 0 || player >= this.mirages.length))
|
||||
return;
|
||||
|
||||
// Determine which players to reveal
|
||||
const startPlayer = (player === "all") ? 0 : player;
|
||||
const endPlayer = (player === "all") ? this.mirages.length : player + 1;
|
||||
|
||||
// Reveal each player in the range
|
||||
for (let i = startPlayer; i < endPlayer; ++i)
|
||||
{
|
||||
if (this.mirages[i] != INVALID_ENTITY)
|
||||
{
|
||||
Engine.DestroyEntity(this.mirages[i]);
|
||||
this.mirages[i] = INVALID_ENTITY;
|
||||
this.miraged[i] = false;
|
||||
}
|
||||
this.revealed[i] = true;
|
||||
this.seen[i] = true;
|
||||
}
|
||||
|
||||
// Deactivate fogging if revealing to all players
|
||||
if (player === "all")
|
||||
this.activated = false;
|
||||
|
||||
// Request visibility update
|
||||
if (cmpRangeManager)
|
||||
cmpRangeManager.RequestVisibilityUpdate(this.entity);
|
||||
};
|
||||
|
||||
Fogging.prototype.OnOwnershipChanged = function(msg)
|
||||
{
|
||||
// Always activate fogging for non-Gaia entities.
|
||||
|
|
@ -209,7 +250,8 @@ Fogging.prototype.OnVisibilityChanged = function(msg)
|
|||
this.seen[msg.player] = true;
|
||||
}
|
||||
|
||||
if (msg.newVisibility == VIS_FOGGED && this.activated)
|
||||
// Only create a mirage if the player hasn’t been permanently revealed
|
||||
if (msg.newVisibility == VIS_FOGGED && this.activated && !this.revealed[msg.player])
|
||||
this.LoadMirage(msg.player);
|
||||
};
|
||||
|
||||
|
|
|
|||
|
|
@ -240,6 +240,39 @@ class TurretHolder
|
|||
return turret ? turret.name : "";
|
||||
}
|
||||
|
||||
/**
|
||||
* Calculate the closest horizontal distance an external entity could ever get
|
||||
* to the specified turret point. If the holder is passable, returns 0.
|
||||
* Otherwise returns the perpendicular distance from the turret point to the
|
||||
* nearest edge of the holder's obstruction.
|
||||
*
|
||||
* @param {string|Object} turretPoint - The turret point name or object.
|
||||
* @return {number} - The minimum possible horizontal distance.
|
||||
*/
|
||||
GetClosestApproachDistanceToTurretPoint(turretPoint)
|
||||
{
|
||||
if (typeof turretPoint === "string")
|
||||
turretPoint = this.TurretPointByName(turretPoint);
|
||||
if (!turretPoint)
|
||||
return 0;
|
||||
|
||||
const cmpObstruction = Engine.QueryInterface(this.entity, IID_Obstruction);
|
||||
if (!cmpObstruction || !cmpObstruction.GetBlockMovementFlag(false))
|
||||
return 0;
|
||||
|
||||
const dxLocal = turretPoint.offset.x;
|
||||
const dzLocal = turretPoint.offset.z;
|
||||
|
||||
const halfSizes = cmpObstruction.GetObstructionHalfSizes();
|
||||
const hw = halfSizes.x;
|
||||
const hh = halfSizes.y;
|
||||
|
||||
if (hw == null || hh == null || hw < 0 || hh < 0)
|
||||
return 0;
|
||||
|
||||
return Math.max(0, Math.min(hw - Math.abs(dxLocal), hh - Math.abs(dzLocal)));
|
||||
}
|
||||
|
||||
/**
|
||||
* @return {number[]} - The turretted entityIDs.
|
||||
*/
|
||||
|
|
|
|||
|
|
@ -424,10 +424,42 @@ UnitAI.prototype.UnitFsmSpec = {
|
|||
|
||||
"Order.Attack": function(msg)
|
||||
{
|
||||
const type = this.GetBestAttackAgainst(msg.data.target, msg.data.allowCapture);
|
||||
if (!type)
|
||||
return this.FinishOrder();
|
||||
// Check if this is a group attack
|
||||
const isGroupAttack = !!msg.data.targetArray;
|
||||
|
||||
// For group attacks with invalid initial target, find one from the array
|
||||
if (isGroupAttack && (!msg.data.target || msg.data.target === INVALID_ENTITY))
|
||||
{
|
||||
if (!this.FindAndSetNextTarget(msg.data))
|
||||
{
|
||||
this.FinishOrder();
|
||||
return ACCEPT_ORDER;
|
||||
}
|
||||
}
|
||||
|
||||
// Get the attack type for the current target
|
||||
const type = this.GetBestAttackAgainst(msg.data.target, msg.data.allowCapture);
|
||||
|
||||
if (!type)
|
||||
{
|
||||
// Current target can't be attacked
|
||||
if (isGroupAttack)
|
||||
{
|
||||
if (this.FindAndSetNextTarget(msg.data))
|
||||
{
|
||||
msg.data.attackType = this.GetBestAttackAgainst(msg.data.target, msg.data.allowCapture);
|
||||
if (msg.data.attackType)
|
||||
{
|
||||
this.SetNextState("INDIVIDUAL.COMBAT.ATTACKING");
|
||||
return ACCEPT_ORDER;
|
||||
}
|
||||
}
|
||||
}
|
||||
this.FinishOrder();
|
||||
return ACCEPT_ORDER;
|
||||
}
|
||||
|
||||
// Set attackType before range check
|
||||
msg.data.attackType = type;
|
||||
|
||||
this.RememberTargetPosition();
|
||||
|
|
@ -1366,6 +1398,12 @@ UnitAI.prototype.UnitFsmSpec = {
|
|||
// Wait for individual members to finish
|
||||
"enter": function(msg)
|
||||
{
|
||||
if (this.order.data.targetArray)
|
||||
{
|
||||
// For group attacks, we're done once we distributed targets
|
||||
this.FinishOrder();
|
||||
return true;
|
||||
}
|
||||
const target = this.order.data.target;
|
||||
if (!this.CheckFormationTargetAttackRange(target))
|
||||
{
|
||||
|
|
@ -1602,6 +1640,26 @@ UnitAI.prototype.UnitFsmSpec = {
|
|||
"INDIVIDUAL": {
|
||||
"Attacked": function(msg)
|
||||
{
|
||||
// First, check if we have a group attack order and the attacker is in our target array
|
||||
if (this.order?.type === "Attack" &&
|
||||
this.order.data?.targetArray?.includes(msg.data.attacker))
|
||||
{
|
||||
// Switch to attack the entity that's attacking us
|
||||
this.order.data.target = msg.data.attacker;
|
||||
this.order.data.attackType = this.GetBestAttackAgainst(msg.data.attacker, this.order.data.allowCapture);
|
||||
|
||||
// Update the current target index
|
||||
const currentIndex = this.order.data.targetArray.indexOf(msg.data.attacker);
|
||||
if (currentIndex !== -1)
|
||||
this.order.data.currentTargetIndex = currentIndex;
|
||||
|
||||
// Make sure we're in the right state to handle this
|
||||
const currentState = this.GetCurrentState();
|
||||
if (currentState === "INDIVIDUAL.IDLE" || currentState === "INDIVIDUAL.WALKING")
|
||||
this.SetNextState("INDIVIDUAL.COMBAT.APPROACHING");
|
||||
return;
|
||||
}
|
||||
|
||||
if (this.GetStance().targetAttackersAlways || !this.order || !this.order.data || !this.order.data.force)
|
||||
this.RespondToTargetedEntities([msg.data.attacker]);
|
||||
},
|
||||
|
|
@ -2150,6 +2208,35 @@ UnitAI.prototype.UnitFsmSpec = {
|
|||
|
||||
"Attacked": function(msg)
|
||||
{
|
||||
// Check if we're doing a group attack and the attacker is in our target array
|
||||
if (!this.order.data.targetArray ||
|
||||
!this.order.data.targetArray.includes(msg.data.attacker) ||
|
||||
msg.data.attacker === this.order.data.target)
|
||||
return;
|
||||
|
||||
// Switch to attack the entity that's attacking us
|
||||
this.order.data.target = msg.data.attacker;
|
||||
this.order.data.attackType = this.GetBestAttackAgainst(msg.data.attacker, this.order.data.allowCapture);
|
||||
|
||||
// Update the current target index
|
||||
const currentIndex = this.order.data.targetArray.indexOf(msg.data.attacker);
|
||||
if (currentIndex !== -1)
|
||||
this.order.data.currentTargetIndex = currentIndex;
|
||||
|
||||
// Re-evaluate our approach to the new target
|
||||
if (this.CheckTargetAttackRange(this.order.data.target, this.order.data.attackType))
|
||||
{
|
||||
if (this.CanUnpack())
|
||||
{
|
||||
this.PushOrderFront("Unpack", { "force": true });
|
||||
return;
|
||||
}
|
||||
this.SetNextState("ATTACKING");
|
||||
}
|
||||
// Continue approaching the new target
|
||||
else if (!this.MoveToTargetAttackRange(this.order.data.target, this.order.data.attackType))
|
||||
this.FinishOrder();
|
||||
|
||||
// If we're already in combat mode, ignore anyone else who's attacking us
|
||||
// unless it's a melee attack since they may be blocking our way to the target
|
||||
if (msg.data.type == "Melee" && (this.GetStance().targetAttackersAlways || !this.order.data.force))
|
||||
|
|
@ -2209,7 +2296,23 @@ UnitAI.prototype.UnitFsmSpec = {
|
|||
|
||||
"MovementUpdate": function(msg)
|
||||
{
|
||||
if (msg.likelyFailure)
|
||||
if (!msg.likelyFailure)
|
||||
{
|
||||
if (!this.CheckTargetAttackRange(this.order.data.target, this.order.data.attackType))
|
||||
return;
|
||||
|
||||
if (this.CanUnpack())
|
||||
{
|
||||
this.PushOrderFront("Unpack", { "force": true });
|
||||
return;
|
||||
}
|
||||
|
||||
this.SetNextState("ATTACKING");
|
||||
return;
|
||||
}
|
||||
|
||||
// For group attacks, try next target instead of moving to last position
|
||||
if (!this.order.data.targetArray || this.order.data.currentTargetIndex === undefined)
|
||||
{
|
||||
// This also handles hunting.
|
||||
if (this.orderQueue.length > 1)
|
||||
|
|
@ -2217,11 +2320,13 @@ UnitAI.prototype.UnitFsmSpec = {
|
|||
this.FinishOrder();
|
||||
return;
|
||||
}
|
||||
else if (!this.order.data.force || !this.order.data.lastPos)
|
||||
|
||||
if (!this.order.data.force || !this.order.data.lastPos)
|
||||
{
|
||||
this.SetNextState("COMBAT.FINDINGNEWTARGET");
|
||||
return;
|
||||
}
|
||||
|
||||
// If the order was forced, try moving to the target position,
|
||||
// under the assumption that this is desirable if the target
|
||||
// was somewhat far away - we'll likely end up closer to where
|
||||
|
|
@ -2234,21 +2339,30 @@ UnitAI.prototype.UnitFsmSpec = {
|
|||
return;
|
||||
}
|
||||
|
||||
if (this.CheckTargetAttackRange(this.order.data.target, this.order.data.attackType))
|
||||
// Handle group attack case
|
||||
// Remove current unreachable target from array
|
||||
const currentIndex = this.order.data.currentTargetIndex;
|
||||
if (currentIndex < this.order.data.targetArray.length)
|
||||
this.order.data.targetArray.splice(currentIndex, 1);
|
||||
|
||||
// Try to find next valid target
|
||||
if (this.order.data.targetArray.length === 0 || !this.FindAndSetNextTarget(this.order.data))
|
||||
{
|
||||
if (this.CanUnpack())
|
||||
{
|
||||
this.PushOrderFront("Unpack", { "force": true });
|
||||
return;
|
||||
}
|
||||
this.SetNextState("ATTACKING");
|
||||
this.FinishOrder();
|
||||
return;
|
||||
}
|
||||
else if (msg.likelySuccess)
|
||||
// Try moving again,
|
||||
// attack range uses a height-related formula and our actual max range might have changed.
|
||||
if (!this.MoveToTargetAttackRange(this.order.data.target, this.order.data.attackType))
|
||||
this.FinishOrder();
|
||||
},
|
||||
|
||||
this.order.data.attackType = this.GetBestAttackAgainst(this.order.data.target, this.order.data.allowCapture);
|
||||
|
||||
// Try approaching the new target
|
||||
if (this.MoveToTargetAttackRange(this.order.data.target, this.order.data.attackType))
|
||||
return;
|
||||
|
||||
// If we can't approach the new target either, remove it and continue
|
||||
this.order.data.targetArray.splice(this.order.data.currentTargetIndex, 1);
|
||||
if (this.order.data.targetArray.length === 0)
|
||||
this.FinishOrder();
|
||||
}
|
||||
},
|
||||
|
||||
"ATTACKING": {
|
||||
|
|
@ -2322,6 +2436,18 @@ UnitAI.prototype.UnitFsmSpec = {
|
|||
|
||||
"OutOfRange": function()
|
||||
{
|
||||
// Check if the target is garrisoned or in a turret (turreted entities cannot be attacked by melee units)
|
||||
const cmpTargetUnitAI = Engine.QueryInterface(this.order.data.target, IID_UnitAI);
|
||||
const isTargetGarrisoned = cmpTargetUnitAI && cmpTargetUnitAI.isGarrisoned;
|
||||
const isTargetInTurret = cmpTargetUnitAI && cmpTargetUnitAI.IsTurret();
|
||||
|
||||
// If target is garrisoned or in a turret (and we're not ranged), treat as invalid
|
||||
if (isTargetGarrisoned || (isTargetInTurret && this.order.data.attackType !== "Ranged"))
|
||||
{
|
||||
this.ProcessMessage("TargetInvalidated");
|
||||
return;
|
||||
}
|
||||
|
||||
if (this.ShouldChaseTargetedEntity(this.order.data.target, this.order.data.force))
|
||||
{
|
||||
if (this.CanPack())
|
||||
|
|
@ -2332,11 +2458,53 @@ UnitAI.prototype.UnitFsmSpec = {
|
|||
this.SetNextState("CHASING");
|
||||
return;
|
||||
}
|
||||
|
||||
// For group attacks, try next target instead of finding new ones
|
||||
if (this.order.data.targetArray && this.order.data.currentTargetIndex !== undefined)
|
||||
{
|
||||
const currentIndex = this.order.data.currentTargetIndex;
|
||||
|
||||
// Remove current target since it's out of range and we can't chase
|
||||
this.order.data.targetArray.splice(currentIndex, 1);
|
||||
|
||||
// Try to find next valid target in sequence
|
||||
if (this.order.data.targetArray.length > 0 && this.FindAndSetNextTarget(this.order.data))
|
||||
{
|
||||
this.order.data.attackType = this.GetBestAttackAgainst(this.order.data.target, this.order.data.allowCapture);
|
||||
this.SetNextState("INDIVIDUAL.COMBAT.ATTACKING");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
this.SetNextState("FINDINGNEWTARGET");
|
||||
},
|
||||
|
||||
"TargetInvalidated": function()
|
||||
{
|
||||
// For group attacks, remove current target and move to next in array
|
||||
if (this.order.data.targetArray && this.order.data.currentTargetIndex !== undefined)
|
||||
{
|
||||
// Remove the current target from the array
|
||||
const currentIndex = this.order.data.currentTargetIndex;
|
||||
if (currentIndex < this.order.data.targetArray.length)
|
||||
{
|
||||
this.order.data.targetArray.splice(currentIndex, 1);
|
||||
|
||||
// If we have more targets, continue with the next one
|
||||
if (this.order.data.targetArray.length > 0)
|
||||
{
|
||||
// Try to find next valid target in sequence
|
||||
if (this.FindAndSetNextTarget(this.order.data))
|
||||
{
|
||||
this.order.data.attackType = this.GetBestAttackAgainst(this.order.data.target, this.order.data.allowCapture);
|
||||
this.SetNextState("INDIVIDUAL.COMBAT.ATTACKING");
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// No more targets or not a group attack - use original behavior
|
||||
this.SetNextState("FINDINGNEWTARGET");
|
||||
},
|
||||
|
||||
|
|
@ -2360,7 +2528,26 @@ UnitAI.prototype.UnitFsmSpec = {
|
|||
|
||||
"enter": function()
|
||||
{
|
||||
// Check if we are attacking a formation.
|
||||
// First, check if we have pending targets in a group attack
|
||||
if (this.order.data.targetArray && this.order.data.currentTargetIndex !== undefined)
|
||||
{
|
||||
// Try to find next valid target from the array
|
||||
if (this.FindAndSetNextTarget(this.order.data))
|
||||
{
|
||||
this.order.data.attackType = this.GetBestAttackAgainst(this.order.data.target, this.order.data.allowCapture);
|
||||
this.SetNextState("COMBAT.ATTACKING");
|
||||
return true;
|
||||
}
|
||||
|
||||
// No valid targets in array - clean up and continue with normal behavior
|
||||
this.order.data.targetArray = [];
|
||||
this.order.data.currentTargetIndex = undefined;
|
||||
}
|
||||
|
||||
if (!this.order.data.target)
|
||||
return false;
|
||||
|
||||
// Try to find the formation the target was a part of.
|
||||
let cmpFormation = Engine.QueryInterface(this.order.data.target, IID_Formation);
|
||||
if (cmpFormation)
|
||||
this.order.data.formationTarget = this.order.data.target;
|
||||
|
|
@ -2468,6 +2655,12 @@ UnitAI.prototype.UnitFsmSpec = {
|
|||
{
|
||||
if (msg.likelyFailure)
|
||||
{
|
||||
// If this is a group attack with pending targets, try the next one
|
||||
if (this.order.data.targetArray && this.order.data.targetArray.length > 0)
|
||||
{
|
||||
this.SetNextState("COMBAT.FINDINGNEWTARGET");
|
||||
return;
|
||||
}
|
||||
// This also handles hunting.
|
||||
if (this.orderQueue.length > 1)
|
||||
{
|
||||
|
|
@ -3887,6 +4080,9 @@ UnitAI.prototype.OnOwnershipChanged = function(msg)
|
|||
|
||||
UnitAI.prototype.OnDestroy = function()
|
||||
{
|
||||
// Clean up all group attack states before destruction
|
||||
this.CleanupAllGroupAttackStates();
|
||||
|
||||
// Switch to an empty state to let states execute their leave handlers.
|
||||
this.UnitFsm.SwitchToNextState(this, "");
|
||||
|
||||
|
|
@ -4048,10 +4244,31 @@ UnitAI.prototype.SetupAttackRangeQuery = function(enable = true)
|
|||
return;
|
||||
|
||||
const range = this.GetQueryRange(IID_Attack);
|
||||
// Do not compensate for entity sizes: LOS doesn't, and UnitAI relies on that.
|
||||
this.losAttackRangeQuery = cmpRangeManager.CreateActiveQuery(this.entity,
|
||||
range.min, range.max, players, IID_Resistance,
|
||||
cmpRangeManager.GetEntityFlagMask("normal"), false);
|
||||
if (range.parabolic)
|
||||
{
|
||||
const cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
|
||||
const yOrigin = cmpAttack ? cmpAttack.GetAttackYOrigin("Ranged") : 0;
|
||||
|
||||
// Do not compensate for entity sizes: LOS doesn't, and UnitAI relies on that.
|
||||
this.losAttackRangeQuery = cmpRangeManager.CreateActiveParabolicQuery(
|
||||
this.entity,
|
||||
range.min,
|
||||
range.max,
|
||||
range.base,
|
||||
yOrigin,
|
||||
players,
|
||||
IID_Resistance,
|
||||
cmpRangeManager.GetEntityFlagMask("normal"),
|
||||
true // Allow mirages for attack queries
|
||||
);
|
||||
}
|
||||
else
|
||||
this.losAttackRangeQuery = cmpRangeManager.CreateActiveQuery(this.entity,
|
||||
range.min, range.max, players, IID_Resistance,
|
||||
cmpRangeManager.GetEntityFlagMask("normal"),
|
||||
false,
|
||||
true // Allow mirages for attack queries
|
||||
);
|
||||
|
||||
if (enable)
|
||||
cmpRangeManager.EnableActiveQuery(this.losAttackRangeQuery);
|
||||
|
|
@ -4093,6 +4310,9 @@ UnitAI.prototype.FsmStateNameChanged = function(state)
|
|||
*/
|
||||
UnitAI.prototype.FinishOrder = function()
|
||||
{
|
||||
// Clean up any group attack state before removing order
|
||||
this.CleanupGroupAttackState(this.order);
|
||||
|
||||
if (!this.orderQueue.length)
|
||||
{
|
||||
const stack = new Error().stack.trimRight().replace(/^/mg, ' '); // indent each line
|
||||
|
|
@ -4318,15 +4538,24 @@ UnitAI.prototype.ReplaceOrder = function(type, data)
|
|||
const idx = this.orderQueue.findIndex(o => o.type == "LeaveFormation");
|
||||
if (idx === -1)
|
||||
{
|
||||
// Clean up all queued orders before clearing them
|
||||
this.CleanupAllGroupAttackStates();
|
||||
this.orderQueue = [];
|
||||
this.order = undefined;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Clean up orders being discarded
|
||||
for (let i = 0; i < idx; ++i)
|
||||
this.CleanupGroupAttackState(this.orderQueue[i]);
|
||||
this.orderQueue.splice(0, idx);
|
||||
}
|
||||
this.PushOrderFront(type, data);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Clean up all queued orders before clearing them
|
||||
this.CleanupAllGroupAttackStates();
|
||||
this.orderQueue = [];
|
||||
this.PushOrder(type, data);
|
||||
}
|
||||
|
|
@ -4405,6 +4634,7 @@ UnitAI.prototype.BackToWork = function()
|
|||
if (this.IsTurret(cmpTurretable) && !cmpTurretable.LeaveTurret())
|
||||
return false;
|
||||
|
||||
this.CleanupAllGroupAttackStates();
|
||||
this.orderQueue = [];
|
||||
|
||||
this.AddOrders(this.workOrders);
|
||||
|
|
@ -4948,24 +5178,24 @@ UnitAI.prototype.MoveToTargetAttackRange = function(target, type)
|
|||
if (cmpFormation)
|
||||
target = cmpFormation.GetClosestMemberToEntity(this.entity);
|
||||
|
||||
if (type != "Ranged")
|
||||
return this.MoveToTargetRange(target, IID_Attack, type);
|
||||
|
||||
if (!this.CheckTargetVisible(target))
|
||||
return false;
|
||||
|
||||
const cmpAttack = Engine.QueryInterface(this.entity, IID_Attack);
|
||||
if (!cmpAttack)
|
||||
return false;
|
||||
const range = cmpAttack.GetRange(type);
|
||||
|
||||
// In case the range returns negative, we are probably too high compared to the target. Hope we come close enough.
|
||||
const parabolicMaxRange = Math.max(0, Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).GetEffectiveParabolicRange(this.entity, target, range.max, cmpAttack.GetAttackYOrigin(type)));
|
||||
const flatRange = cmpAttack.GetRange(type);
|
||||
const effectiveRange = cmpAttack.GetEffectiveAttackRange(target, type);
|
||||
if (effectiveRange.max < 0)
|
||||
return false;
|
||||
|
||||
// The parabole changes while walking so be cautious:
|
||||
const guessedMaxRange = parabolicMaxRange > range.max ? (range.max + parabolicMaxRange) / 2 : parabolicMaxRange;
|
||||
// The parabola changes while walking so be cautious:
|
||||
const guessedMaxRange = effectiveRange.max > flatRange.max ?
|
||||
(flatRange.max + effectiveRange.max) / 2 :
|
||||
effectiveRange.max;
|
||||
|
||||
return cmpUnitMotion && cmpUnitMotion.MoveToTargetRange(target, range.min, guessedMaxRange);
|
||||
return cmpUnitMotion && cmpUnitMotion.MoveToTargetRange(target, effectiveRange.min, guessedMaxRange);
|
||||
};
|
||||
|
||||
UnitAI.prototype.MoveToTargetRangeExplicit = function(target, min, max)
|
||||
|
|
@ -5060,6 +5290,9 @@ UnitAI.prototype.CheckTargetRange = function(target, iid, type)
|
|||
*/
|
||||
UnitAI.prototype.CheckTargetAttackRange = function(target, type)
|
||||
{
|
||||
if (!target || target === INVALID_ENTITY || !type)
|
||||
return false;
|
||||
|
||||
// for formation members, the formation will take care of the range check
|
||||
if (this.IsFormationMember())
|
||||
{
|
||||
|
|
@ -5372,8 +5605,16 @@ UnitAI.prototype.ShouldChaseTargetedEntity = function(target, force)
|
|||
if (!this.AbleToMove())
|
||||
return false;
|
||||
|
||||
// Check if we should chase based on stance
|
||||
if (this.GetStance().respondChase)
|
||||
return true;
|
||||
{
|
||||
// If we're allowed to chase beyond vision, always chase
|
||||
if (this.GetStance().respondChaseBeyondVision)
|
||||
return true;
|
||||
|
||||
// Otherwise, only chase if the target is within our personal vision
|
||||
return this.CheckTargetIsInVisionRange(target);
|
||||
}
|
||||
|
||||
// If we are guarding/escorting, chase at least as long as the guarded unit is in target range of the attacker
|
||||
if (this.isGuardOf)
|
||||
|
|
@ -5793,6 +6034,75 @@ UnitAI.prototype.Attack = function(target, allowCapture = this.DEFAULT_CAPTURE,
|
|||
this.AddOrder("Attack", order, queued, pushFront);
|
||||
};
|
||||
|
||||
/**
|
||||
* Adds a group attack order to the queue.
|
||||
* Used when some unit(s) are ordered to attack multiple targets.
|
||||
* Each unit receives the full target list (from Commands) but starts at a different position
|
||||
* based on the startingIndex in the attacking group.
|
||||
*
|
||||
* @param {Array} targets - Array of target entity IDs to attack (pre-sorted by distance)
|
||||
* @param {number} startingIndex - This unit's position in the attacking group (0-based)
|
||||
* @param {number} unitCount - Total number of units in the attacking group
|
||||
* @param {boolean} allowCapture - Whether capturing is allowed
|
||||
* @param {boolean} queued - If true, add to end of queue instead of replacing current order
|
||||
* @param {boolean} pushFront - If true, add to front of queue (interrupt current order)
|
||||
*/
|
||||
UnitAI.prototype.AttackGroup = function(targets, startingIndex, unitCount, allowCapture = this.DEFAULT_CAPTURE, queued = false, pushFront = false)
|
||||
{
|
||||
if (!targets?.length)
|
||||
return;
|
||||
|
||||
// Check if adding these targets would exceed the limit
|
||||
const currentTotal = this.CountTotalTargetsInQueue();
|
||||
const newTargetCount = targets.length;
|
||||
|
||||
if (currentTotal + newTargetCount > this.MAX_TOTAL_TARGETS)
|
||||
{
|
||||
// Trim the targets to fit within the limit
|
||||
const allowedNewTargets = Math.max(0, this.MAX_TOTAL_TARGETS - currentTotal);
|
||||
if (allowedNewTargets === 0)
|
||||
return;
|
||||
|
||||
// Trim the target array
|
||||
targets = targets.slice(0, allowedNewTargets);
|
||||
|
||||
// If trimming results in no targets, just return
|
||||
if (targets.length === 0)
|
||||
return;
|
||||
}
|
||||
|
||||
// If this unit is in a formation, move the formation controller out of the world
|
||||
// This prevents the controller from staying at the coordinates where the units received the order
|
||||
// That can potentially be far apart from where the fighting will occur.
|
||||
// Result: The formation will reform into a more logical position once members are done (idle).
|
||||
this.MoveFormationControllerOutOfWorld();
|
||||
|
||||
const stride = targets.length / unitCount;
|
||||
const startIdx = Math.min(Math.round((startingIndex + 0.5) * stride), targets.length - 1);
|
||||
|
||||
const order = {
|
||||
"force": true,
|
||||
"allowCapture": allowCapture,
|
||||
"targetArray": targets.slice(),
|
||||
"target": INVALID_ENTITY,
|
||||
"currentTargetIndex": startIdx,
|
||||
"originalFirstTarget": targets[0],
|
||||
};
|
||||
|
||||
this.RememberTargetPosition(order);
|
||||
this.AddOrder("Attack", order, queued, pushFront);
|
||||
};
|
||||
|
||||
UnitAI.prototype.MoveFormationControllerOutOfWorld = function()
|
||||
{
|
||||
if (!this.IsFormationMember() || !this.formationController)
|
||||
return;
|
||||
|
||||
const cmpControllerPosition = Engine.QueryInterface(this.formationController, IID_Position);
|
||||
if (cmpControllerPosition?.IsInWorld())
|
||||
cmpControllerPosition.MoveOutOfWorld();
|
||||
};
|
||||
|
||||
/**
|
||||
* Adds garrison order to the queue, forced by the player.
|
||||
*/
|
||||
|
|
@ -6339,9 +6649,22 @@ UnitAI.prototype.FindWalkAndFightTargets = function()
|
|||
return false;
|
||||
};
|
||||
|
||||
/**
|
||||
* Returns the detection range for the given interface, adjusted by stance.
|
||||
*
|
||||
* The query range depends on stance because it represents the distance at which
|
||||
* the unit should "notice" an enemy and potentially start moving toward it.
|
||||
*
|
||||
* @param {number} iid - IID_Vision, IID_Heal, or IID_Attack
|
||||
* @returns {{min: number, max: number, base: number, parabolic: boolean}}
|
||||
* 'parabolic' indicates that the caller
|
||||
* should use a parabolic range query (accounting for elevation) instead of a
|
||||
* flat 2D one. Generally used for projectile attacks.
|
||||
* 'base' is a non-parabolic 2D detection range that always counts as in-range.
|
||||
*/
|
||||
UnitAI.prototype.GetQueryRange = function(iid)
|
||||
{
|
||||
const ret = { "min": 0, "max": 0 };
|
||||
const ret = { "min": 0, "max": 0, "base": 0, "parabolic": false };
|
||||
|
||||
const cmpVision = Engine.QueryInterface(this.entity, IID_Vision);
|
||||
if (!cmpVision)
|
||||
|
|
@ -6354,27 +6677,35 @@ UnitAI.prototype.GetQueryRange = function(iid)
|
|||
return ret;
|
||||
}
|
||||
|
||||
if (this.GetStance().respondStandGround)
|
||||
{
|
||||
const range = this.GetRange(iid);
|
||||
if (!range)
|
||||
return ret;
|
||||
ret.min = range.min;
|
||||
ret.max = Math.min(range.max, visionRange);
|
||||
}
|
||||
else if (this.GetStance().respondChase)
|
||||
ret.max = visionRange;
|
||||
const range = this.GetRange(iid);
|
||||
if (!range)
|
||||
return ret;
|
||||
|
||||
// The query range depends on stance because it represents the distance at which
|
||||
// the unit should "notice" an enemy and potentially start moving toward it.
|
||||
|
||||
// In all stances, always spot targets within effective attack/heal range.
|
||||
Object.assign(ret, range);
|
||||
|
||||
let nonParabolicMax = 0;
|
||||
if (this.GetStance().respondChase)
|
||||
// Chase: Always spot targets within vision range, so we can chase them.
|
||||
nonParabolicMax = visionRange;
|
||||
else if (this.GetStance().respondHoldGround)
|
||||
{
|
||||
const range = this.GetRange(iid);
|
||||
if (!range)
|
||||
return ret;
|
||||
ret.max = Math.min(range.max + visionRange / 2, visionRange);
|
||||
}
|
||||
// HoldGround: willing to move a bit, so spot targets within attack range + half vision.
|
||||
nonParabolicMax = Math.min(range.max + visionRange / 2, visionRange);
|
||||
|
||||
// StandGround: nonParabolicMax stays 0, using only parabolic range.
|
||||
|
||||
// We probably have stance 'passive' and we wouldn't have a range,
|
||||
// but as it is the default for healers we need to set it to something sane.
|
||||
else if (iid === IID_Heal)
|
||||
ret.max = visionRange;
|
||||
nonParabolicMax = visionRange;
|
||||
|
||||
if (ret.parabolic)
|
||||
ret.base = nonParabolicMax;
|
||||
else
|
||||
ret.max = nonParabolicMax;
|
||||
|
||||
return ret;
|
||||
};
|
||||
|
|
@ -6726,6 +7057,72 @@ UnitAI.prototype.AttackEntitiesByPreference = function(ents)
|
|||
return this.RespondToTargetedEntities(entsWithoutPref);
|
||||
};
|
||||
|
||||
UnitAI.prototype.FindAndSetNextTarget = function(data)
|
||||
{
|
||||
if (!this.EnsureValidTargetIndex(data))
|
||||
return false;
|
||||
|
||||
const startIdx = data.currentTargetIndex;
|
||||
const currentTarget = data.targetArray[startIdx];
|
||||
|
||||
// First check the starting target
|
||||
if (this.CanAttack(currentTarget) && this.CheckTargetVisible(currentTarget))
|
||||
return this.SetNextTarget(data, startIdx);
|
||||
|
||||
// Search forward using find
|
||||
const forwardFound = data.targetArray
|
||||
.slice(startIdx + 1)
|
||||
.findIndex((target, i) =>
|
||||
this.CanAttack(target) && this.CheckTargetVisible(target)
|
||||
);
|
||||
|
||||
if (forwardFound !== -1)
|
||||
return this.SetNextTarget(data, startIdx + 1 + forwardFound);
|
||||
|
||||
// Search backward using find
|
||||
const backwardFound = data.targetArray
|
||||
.slice(0, startIdx)
|
||||
.reverse()
|
||||
.findIndex((target, i) =>
|
||||
this.CanAttack(target) && this.CheckTargetVisible(target)
|
||||
);
|
||||
|
||||
if (backwardFound !== -1)
|
||||
{
|
||||
// Convert reverse index back to original index
|
||||
const originalIndex = startIdx - 1 - backwardFound;
|
||||
return this.SetNextTarget(data, originalIndex);
|
||||
}
|
||||
|
||||
return false;
|
||||
};
|
||||
|
||||
UnitAI.prototype.SetNextTarget = function(data, index)
|
||||
{
|
||||
const target = data.targetArray[index];
|
||||
data.target = target;
|
||||
data.attackType = this.GetBestAttackAgainst(target, data.allowCapture);
|
||||
data.currentTargetIndex = index;
|
||||
return true;
|
||||
};
|
||||
|
||||
UnitAI.prototype.EnsureValidTargetIndex = function(data)
|
||||
{
|
||||
if (!data.targetArray || data.currentTargetIndex === undefined)
|
||||
return false;
|
||||
|
||||
// If array is empty, clear the index
|
||||
if (data.targetArray.length === 0)
|
||||
{
|
||||
data.currentTargetIndex = undefined;
|
||||
return false;
|
||||
}
|
||||
|
||||
data.currentTargetIndex = Math.clamp(data.currentTargetIndex, 0, data.targetArray.length - 1);
|
||||
|
||||
return true;
|
||||
};
|
||||
|
||||
/**
|
||||
* Call UnitAI.funcname(args) on all formation members.
|
||||
* @param resetFinishedEntities - If true, call ResetFinishedEntities first.
|
||||
|
|
@ -6837,6 +7234,50 @@ UnitAI.prototype.ResetObstructionMitigationFlag = function()
|
|||
delete this.obstructionMitigationAttempted;
|
||||
};
|
||||
|
||||
/**
|
||||
* Counts the total number of target entities across all queued orders.
|
||||
* This includes targetArray from group attacks and single targets.
|
||||
* Each target reference is counted separately, even if the same entity
|
||||
* appears in multiple orders or in both targetArray and target.
|
||||
* @returns {number} - Total number of target entity references in the order queue
|
||||
*/
|
||||
UnitAI.prototype.CountTotalTargetsInQueue = function()
|
||||
{
|
||||
let total = 0;
|
||||
for (const order of this.orderQueue)
|
||||
{
|
||||
if (order.data)
|
||||
{
|
||||
// Count group attack targets
|
||||
if (order.data.targetArray && Array.isArray(order.data.targetArray))
|
||||
total += order.data.targetArray.length;
|
||||
|
||||
// Add single target for consistency
|
||||
if (order.data.target && order.data.target !== INVALID_ENTITY)
|
||||
total++;
|
||||
}
|
||||
}
|
||||
return total;
|
||||
};
|
||||
|
||||
UnitAI.prototype.CleanupGroupAttackState = function(order)
|
||||
{
|
||||
if (order?.data?.targetArray)
|
||||
{
|
||||
delete order.data.targetArray;
|
||||
delete order.data.currentTargetIndex;
|
||||
}
|
||||
};
|
||||
|
||||
UnitAI.prototype.CleanupAllGroupAttackStates = function()
|
||||
{
|
||||
for (const order of this.orderQueue)
|
||||
this.CleanupGroupAttackState(order);
|
||||
};
|
||||
|
||||
// Maximum number of target entities allowed across all queued orders
|
||||
UnitAI.prototype.MAX_TOTAL_TARGETS = 1000;
|
||||
|
||||
UnitAI.prototype.UnitFsm = new FSM(UnitAI.prototype.UnitFsmSpec);
|
||||
|
||||
Engine.RegisterComponentType(IID_UnitAI, "UnitAI", UnitAI);
|
||||
|
|
|
|||
|
|
@ -32,6 +32,8 @@ Engine.LoadComponentScript("interfaces/Formation.js");
|
|||
Engine.LoadComponentScript("interfaces/Health.js");
|
||||
Engine.LoadComponentScript("interfaces/Resistance.js");
|
||||
Engine.LoadComponentScript("interfaces/TechnologyManager.js");
|
||||
Engine.LoadComponentScript("interfaces/Turretable.js");
|
||||
Engine.LoadComponentScript("interfaces/TurretHolder.js");
|
||||
Engine.LoadComponentScript("Attack.js");
|
||||
|
||||
let entityID = 903;
|
||||
|
|
@ -52,6 +54,16 @@ function attackComponentTest(defenderClass, isEnemy, test_function)
|
|||
"IsEnemy": () => isEnemy
|
||||
});
|
||||
|
||||
AddMock(SYSTEM_ENTITY, IID_ObstructionManager, {
|
||||
"IsInTargetRange": () => true
|
||||
});
|
||||
|
||||
AddMock(SYSTEM_ENTITY, IID_RangeManager, {
|
||||
"GetEffectiveParabolicRange": () => 25,
|
||||
"GetMaxReachableParabolicHeight": () => 15,
|
||||
"GetLosVisibility": (target, owner) => "visible"
|
||||
});
|
||||
|
||||
const attacker = entityID;
|
||||
|
||||
AddMock(attacker, IID_Position, {
|
||||
|
|
@ -201,7 +213,7 @@ attackComponentTest(undefined, true, (attacker, cmpAttack, defender) =>
|
|||
|
||||
TS_ASSERT_UNEVAL_EQUALS(cmpAttack.GetPreferredClasses("Melee"), ["Civilian"]);
|
||||
TS_ASSERT_UNEVAL_EQUALS(cmpAttack.GetRestrictedClasses("Melee"), ["Elephant", "Archer"]);
|
||||
TS_ASSERT_UNEVAL_EQUALS(cmpAttack.GetFullAttackRange(), { "min": 0, "max": 80 });
|
||||
TS_ASSERT_UNEVAL_EQUALS(cmpAttack.GetFullAttackRange(), { "min": 0, "max": 80, "parabolic": true });
|
||||
TS_ASSERT_UNEVAL_EQUALS(cmpAttack.GetAttackEffectsData("Capture"), { "Capture": 8 });
|
||||
|
||||
TS_ASSERT_UNEVAL_EQUALS(cmpAttack.GetAttackEffectsData("Ranged"), {
|
||||
|
|
@ -416,3 +428,101 @@ function testAttackPreference()
|
|||
TS_ASSERT_EQUALS(cmpAttack.GetPreference(attacker+4), undefined);
|
||||
}
|
||||
testAttackPreference();
|
||||
|
||||
function testCanEverReachTarget()
|
||||
{
|
||||
const attacker = ++entityID;
|
||||
|
||||
AddMock(attacker, IID_Position, {
|
||||
"IsInWorld": () => true,
|
||||
"GetHeightOffset": () => 0,
|
||||
"GetPosition2D": () => new Vector2D(1, 2)
|
||||
});
|
||||
|
||||
const cmpAttack = ConstructComponent(attacker, "Attack", {
|
||||
"Melee": {
|
||||
"Damage": { "Hack": 10, "Pierce": 0, "Crush": 0 },
|
||||
"MaxRange": 5
|
||||
},
|
||||
"Ranged": {
|
||||
"Damage": { "Hack": 0, "Pierce": 10, "Crush": 0 },
|
||||
"MaxRange": 30,
|
||||
"Projectile": { "Speed": 50, "Spread": 1, "Gravity": 1, "FriendlyFire": "false" }
|
||||
}
|
||||
});
|
||||
|
||||
// Melee target within 3D range
|
||||
{
|
||||
const defender = ++entityID;
|
||||
AddMock(defender, IID_Position, {
|
||||
"IsInWorld": () => true,
|
||||
"GetHeightOffset": () => 0
|
||||
});
|
||||
TS_ASSERT_EQUALS(cmpAttack.CanEverReachTarget(defender, "Melee"), true);
|
||||
}
|
||||
|
||||
// Melee target too high
|
||||
{
|
||||
const defender = ++entityID;
|
||||
AddMock(defender, IID_Position, {
|
||||
"IsInWorld": () => true,
|
||||
"GetHeightOffset": () => 10
|
||||
});
|
||||
TS_ASSERT_EQUALS(cmpAttack.CanEverReachTarget(defender, "Melee"), false);
|
||||
}
|
||||
|
||||
// Melee target at same height, within range (close distance)
|
||||
{
|
||||
const defender = ++entityID;
|
||||
AddMock(defender, IID_Position, {
|
||||
"IsInWorld": () => true,
|
||||
"GetHeightOffset": () => 4
|
||||
});
|
||||
// sqrt(0² + 4²) = 4 <= 5
|
||||
TS_ASSERT_EQUALS(cmpAttack.CanEverReachTarget(defender, "Melee"), true);
|
||||
}
|
||||
|
||||
// Ranged: target at same height — reachable from current position (check 1)
|
||||
{
|
||||
const defender = ++entityID;
|
||||
AddMock(defender, IID_Position, {
|
||||
"IsInWorld": () => true,
|
||||
"GetHeightOffset": () => 0,
|
||||
"GetPosition": () => new Vector3D(1, 0, 2)
|
||||
});
|
||||
// Need RangeManager mock for IsTargetInRange (check 1) to work
|
||||
AddMock(SYSTEM_ENTITY, IID_RangeManager, {
|
||||
"GetEffectiveParabolicRange": () => 25,
|
||||
"GetMaxReachableParabolicHeight": () => 15
|
||||
});
|
||||
AddMock(SYSTEM_ENTITY, IID_ObstructionManager, {
|
||||
"IsInTargetRange": () => true
|
||||
});
|
||||
TS_ASSERT_EQUALS(cmpAttack.CanEverReachTarget(defender, "Ranged"), true);
|
||||
}
|
||||
|
||||
// Ranged: target too high for parabolic arc even at closest approach (check 2)
|
||||
{
|
||||
const defender = ++entityID;
|
||||
AddMock(defender, IID_Position, {
|
||||
"IsInWorld": () => true,
|
||||
"GetHeightOffset": () => 20,
|
||||
"GetPosition": () => new Vector3D(1, 20, 2)
|
||||
});
|
||||
|
||||
AddMock(SYSTEM_ENTITY, IID_RangeManager, {
|
||||
"GetEffectiveParabolicRange": () => -1, // out of range
|
||||
"GetMaxReachableParabolicHeight": () => 10
|
||||
});
|
||||
|
||||
AddMock(SYSTEM_ENTITY, IID_ObstructionManager, {
|
||||
"IsInTargetRange": () => false
|
||||
});
|
||||
|
||||
// heightDiff = 20 - 0 = 20, maxReachableHeightDiff = 10 → unreachable
|
||||
TS_ASSERT_EQUALS(cmpAttack.CanEverReachTarget(defender, "Ranged"), false);
|
||||
}
|
||||
}
|
||||
testCanEverReachTarget();
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -15,6 +15,7 @@ const enemyPlayer = 2;
|
|||
const alliedPlayer = 3;
|
||||
const turretHolderID = 9;
|
||||
const entitiesToTest = [10, 11, 12, 13];
|
||||
let entityID = 100;
|
||||
|
||||
AddMock(turretHolderID, IID_Ownership, {
|
||||
"GetOwner": () => player
|
||||
|
|
@ -244,3 +245,80 @@ cmpTurretHolder.OnOwnershipChanged({
|
|||
"from": INVALID_PLAYER
|
||||
});
|
||||
TS_ASSERT(cmpTurretHolder.OccupiesTurretPoint(spawned));
|
||||
|
||||
// Test GetClosestApproachDistanceToTurretPoint
|
||||
{
|
||||
const holder = ++entityID;
|
||||
|
||||
// Mock the holder's obstruction
|
||||
AddMock(holder, IID_Obstruction, {
|
||||
"GetBlockMovementFlag": () => true,
|
||||
"GetObstructionHalfSizes": () => ({ "x": 10, "y": 15 })
|
||||
});
|
||||
|
||||
const cmpHolder = ConstructComponent(holder, "TurretHolder", {
|
||||
"TurretPoints": {
|
||||
"center": {
|
||||
"X": "0",
|
||||
"Y": "5.0",
|
||||
"Z": "0"
|
||||
},
|
||||
"edge": {
|
||||
"X": "8.0",
|
||||
"Y": "5.0",
|
||||
"Z": "0"
|
||||
},
|
||||
"corner": {
|
||||
"X": "10.0",
|
||||
"Y": "5.0",
|
||||
"Z": "15.0"
|
||||
},
|
||||
"outside": {
|
||||
"X": "15.0",
|
||||
"Y": "5.0",
|
||||
"Z": "0"
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// Center point (0,0) in 20x30 building → min(10, 15) = 10
|
||||
TS_ASSERT_EQUALS(cmpHolder.GetClosestApproachDistanceToTurretPoint("center"), 10);
|
||||
|
||||
// Edge point (8,0) in 20x30 building → min(10-8, 15-0) = 2
|
||||
TS_ASSERT_EQUALS(cmpHolder.GetClosestApproachDistanceToTurretPoint("edge"), 2);
|
||||
|
||||
// Corner point (10,15) in 20x30 building → min(10-10, 15-15) = 0
|
||||
TS_ASSERT_EQUALS(cmpHolder.GetClosestApproachDistanceToTurretPoint("corner"), 0);
|
||||
|
||||
// Outside point (15,0) in 20x30 building → min(10-15, 15-0) = -5 → clamped to 0
|
||||
TS_ASSERT_EQUALS(cmpHolder.GetClosestApproachDistanceToTurretPoint("outside"), 0);
|
||||
|
||||
// Nonexistent turret point
|
||||
TS_ASSERT_EQUALS(cmpHolder.GetClosestApproachDistanceToTurretPoint("nonexistent"), 0);
|
||||
|
||||
// Pass object directly
|
||||
const turretPoint = cmpHolder.TurretPointByName("center");
|
||||
TS_ASSERT_EQUALS(cmpHolder.GetClosestApproachDistanceToTurretPoint(turretPoint), 10);
|
||||
|
||||
// Passable building (no obstruction or doesn't block movement)
|
||||
const passableHolder = ++entityID;
|
||||
AddMock(passableHolder, IID_Obstruction, {
|
||||
"GetBlockMovementFlag": () => false
|
||||
});
|
||||
const cmpHolderPassable = ConstructComponent(passableHolder, "TurretHolder", {
|
||||
"TurretPoints": {
|
||||
"center": { "X": "0", "Y": "5.0", "Z": "0" }
|
||||
}
|
||||
});
|
||||
TS_ASSERT_EQUALS(cmpHolderPassable.GetClosestApproachDistanceToTurretPoint("center"), 0);
|
||||
|
||||
// No obstruction component at all
|
||||
++entityID;
|
||||
const cmpHolderNoObst = ConstructComponent(entityID, "TurretHolder", {
|
||||
"TurretPoints": {
|
||||
"center": { "X": "0", "Y": "5.0", "Z": "0" }
|
||||
}
|
||||
});
|
||||
TS_ASSERT_EQUALS(cmpHolderNoObst.GetClosestApproachDistanceToTurretPoint("center"), 0);
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -138,6 +138,7 @@ function TestFormationExiting(mode)
|
|||
"ResetActiveQuery": function(id) { if (mode == 0) return []; return [enemy]; },
|
||||
"DisableActiveQuery": function(id) { },
|
||||
"GetEntityFlagMask": function(identifier) { },
|
||||
"GetLosVisibility": (ent, player) => "visible"
|
||||
});
|
||||
|
||||
AddMock(SYSTEM_ENTITY, IID_TemplateManager, {
|
||||
|
|
@ -319,8 +320,11 @@ function TestMoveIntoFormationWhileAttacking()
|
|||
"ResetActiveQuery": function(id) { return [enemy]; },
|
||||
"DisableActiveQuery": function(id) { },
|
||||
"GetEntityFlagMask": function(identifier) { },
|
||||
"GetLosVisibility": (target, player) => "visible",
|
||||
"GetLosVisibilityPosition": (x, z, player) => "visible"
|
||||
});
|
||||
|
||||
|
||||
AddMock(SYSTEM_ENTITY, IID_TemplateManager, {
|
||||
"GetCurrentTemplateName": function(ent) { return "special/formations/line_closed"; },
|
||||
});
|
||||
|
|
@ -406,6 +410,10 @@ function TestMoveIntoFormationWhileAttacking()
|
|||
"GetHitpoints": function() { return 40; },
|
||||
});
|
||||
|
||||
AddMock(enemy, IID_Ownership, {
|
||||
"GetOwner": () => 2 // Different player ID (enemy)
|
||||
});
|
||||
|
||||
const controllerFormation = ConstructComponent(controller, "Formation", {
|
||||
"FormationShape": "square",
|
||||
"ShiftRows": "false",
|
||||
|
|
@ -421,6 +429,10 @@ function TestMoveIntoFormationWhileAttacking()
|
|||
"DefaultStance": "aggressive"
|
||||
});
|
||||
|
||||
AddMock(controller, IID_Ownership, {
|
||||
"GetOwner": () => 1
|
||||
});
|
||||
|
||||
AddMock(controller, IID_Position, {
|
||||
"GetTurretParent": () => INVALID_ENTITY,
|
||||
"JumpTo": function(x, z) { this.x = x; this.z = z; },
|
||||
|
|
@ -458,7 +470,7 @@ function TestMoveIntoFormationWhileAttacking()
|
|||
|
||||
controllerFormation.SetMembers(units);
|
||||
|
||||
controllerAI.Attack(enemy, []);
|
||||
controllerAI.Attack(enemy);
|
||||
|
||||
for (const ent of unitAIs)
|
||||
TS_ASSERT_EQUALS(unitAI.fsmStateName, "INDIVIDUAL.COMBAT.ATTACKING");
|
||||
|
|
@ -889,4 +901,362 @@ function TestAttemptObstructionMitigation()
|
|||
})();
|
||||
}
|
||||
|
||||
TestAttemptObstructionMitigation();
|
||||
TestAttemptObstructionMitigation();
|
||||
function TestFindAndSetNextTargetBehavior()
|
||||
{
|
||||
ResetState();
|
||||
|
||||
const attacker = 10;
|
||||
const targets = [20, 21, 22, 23, 24]; // Multiple targets for comprehensive testing
|
||||
|
||||
// Basic mocks needed for unitAI creation
|
||||
AddMock(SYSTEM_ENTITY, IID_Timer, {
|
||||
"SetInterval": () => {},
|
||||
"SetTimeout": () => {}
|
||||
});
|
||||
|
||||
AddMock(SYSTEM_ENTITY, IID_RangeManager, {
|
||||
"CreateActiveQuery": () => 1,
|
||||
"EnableActiveQuery": () => {},
|
||||
"ResetActiveQuery": () => [],
|
||||
"DisableActiveQuery": () => {},
|
||||
"GetEntityFlagMask": () => 0
|
||||
});
|
||||
|
||||
AddMock(SYSTEM_ENTITY, IID_ObstructionManager, {
|
||||
"IsInTargetRange": () => false
|
||||
});
|
||||
|
||||
// Create the unitAI component
|
||||
const unitAI = ConstructComponent(attacker, "UnitAI", {
|
||||
"FormationController": "false",
|
||||
"DefaultStance": "aggressive"
|
||||
});
|
||||
|
||||
AddMock(attacker, IID_Attack, {
|
||||
"GetBestAttackAgainst": () => "Melee"
|
||||
});
|
||||
|
||||
unitAI.OnCreate();
|
||||
|
||||
// Mock the visibility and attackability checks
|
||||
unitAI.CanAttack = (target) =>
|
||||
{
|
||||
// Target 21 is always unattackable (e.g., garrisoned, dead, etc.)
|
||||
return target !== 21;
|
||||
};
|
||||
|
||||
unitAI.CheckTargetVisible = (target) =>
|
||||
{
|
||||
// Target 22 is always not visible
|
||||
return target !== 22;
|
||||
};
|
||||
|
||||
// First target is valid
|
||||
(function()
|
||||
{
|
||||
const data = {
|
||||
"targetArray": [20, 21, 22, 23, 24],
|
||||
"currentTargetIndex": 0, // Currently targeting 20
|
||||
"target": 20,
|
||||
"allowCapture": false
|
||||
};
|
||||
|
||||
const found = unitAI.FindAndSetNextTarget(data);
|
||||
TS_ASSERT(found);
|
||||
TS_ASSERT_EQUALS(data.target, 20);
|
||||
TS_ASSERT_EQUALS(data.currentTargetIndex, 0);
|
||||
})();
|
||||
|
||||
// End of array behavior
|
||||
(function()
|
||||
{
|
||||
const data = {
|
||||
"targetArray": [18, 19, 20, 21, 22],
|
||||
"currentTargetIndex": 2, // Currently targeting 22
|
||||
"allowCapture": false
|
||||
};
|
||||
|
||||
// 21 and 22 are invalid, should go backward and find 20
|
||||
const found = unitAI.FindAndSetNextTarget(data);
|
||||
TS_ASSERT(found);
|
||||
TS_ASSERT_EQUALS(data.target, 20); // Should be assigned targetArray[initialTarget - 1]
|
||||
})();
|
||||
|
||||
// No valid targets found
|
||||
(function()
|
||||
{
|
||||
const data = {
|
||||
"targetArray": [21, 22], // Both are invalid (21 unattackable, 22 not visible)
|
||||
"currentTargetIndex": 0,
|
||||
"target": 21,
|
||||
"allowCapture": false
|
||||
};
|
||||
|
||||
const found = unitAI.FindAndSetNextTarget(data);
|
||||
TS_ASSERT(!found);
|
||||
TS_ASSERT_EQUALS(data.target, 21); // Should remain unchanged
|
||||
TS_ASSERT_EQUALS(data.currentTargetIndex, 0);
|
||||
})();
|
||||
|
||||
// Empty target array
|
||||
(function()
|
||||
{
|
||||
const data = {
|
||||
"targetArray": [],
|
||||
"currentTargetIndex": 0,
|
||||
"target": 20,
|
||||
"allowCapture": false
|
||||
};
|
||||
|
||||
const found = unitAI.FindAndSetNextTarget(data);
|
||||
TS_ASSERT(!found);
|
||||
TS_ASSERT_EQUALS(data.target, 20); // Should remain unchanged
|
||||
TS_ASSERT_EQUALS(data.currentTargetIndex, void 0); // Should nullify currentTargetIndex
|
||||
})();
|
||||
|
||||
// Current target is last in array
|
||||
(function()
|
||||
{
|
||||
const data = {
|
||||
"targetArray": [20, 21, 22, 23, 24],
|
||||
"currentTargetIndex": 4, // Currently targeting 24 (last element)
|
||||
"allowCapture": false
|
||||
};
|
||||
|
||||
const found = unitAI.FindAndSetNextTarget(data);
|
||||
TS_ASSERT(found);
|
||||
TS_ASSERT_EQUALS(data.target, 24); // Should remain unchanged
|
||||
TS_ASSERT_EQUALS(data.currentTargetIndex, 4);
|
||||
})();
|
||||
|
||||
// Single invalid target
|
||||
(function()
|
||||
{
|
||||
const data = {
|
||||
"targetArray": [21], // Only one target, which is invalid
|
||||
"currentTargetIndex": 0,
|
||||
"allowCapture": false
|
||||
};
|
||||
|
||||
const found = unitAI.FindAndSetNextTarget(data);
|
||||
TS_ASSERT(!found);
|
||||
})();
|
||||
|
||||
// Verify if we don't do more calls then necessary
|
||||
(function()
|
||||
{
|
||||
const searchOrder = [];
|
||||
|
||||
unitAI.CanAttack = (target) =>
|
||||
{
|
||||
searchOrder.push(target);
|
||||
return target == 20;
|
||||
};
|
||||
|
||||
unitAI.CheckTargetVisible = (target) => true; // All visible
|
||||
|
||||
const data = {
|
||||
"targetArray": [20, 21, 22, 23],
|
||||
"currentTargetIndex": 1, // Currently targeting 21
|
||||
"allowCapture": false
|
||||
};
|
||||
|
||||
const found = unitAI.FindAndSetNextTarget(data);
|
||||
TS_ASSERT(found);
|
||||
TS_ASSERT_EQUALS(searchOrder.length, 4); // Should find at 20 (4 calls)
|
||||
|
||||
})();
|
||||
}
|
||||
|
||||
TestFindAndSetNextTargetBehavior();
|
||||
|
||||
function TestAttackGroupBehavior()
|
||||
{
|
||||
ResetState();
|
||||
|
||||
const attacker1 = 100;
|
||||
const attacker2 = 101;
|
||||
const targets = [200, 201, 202, 203, 204];
|
||||
|
||||
// Basic mocks needed for unitAI creation
|
||||
AddMock(SYSTEM_ENTITY, IID_Timer, {
|
||||
"SetInterval": () => {},
|
||||
"SetTimeout": () => {}
|
||||
});
|
||||
|
||||
AddMock(SYSTEM_ENTITY, IID_RangeManager, {
|
||||
"CreateActiveQuery": () => 1,
|
||||
"EnableActiveQuery": () => {},
|
||||
"ResetActiveQuery": () => [],
|
||||
"DisableActiveQuery": () => {},
|
||||
"GetEntityFlagMask": () => 0
|
||||
});
|
||||
|
||||
AddMock(SYSTEM_ENTITY, IID_ObstructionManager, {
|
||||
"IsInTargetRange": () => false
|
||||
});
|
||||
|
||||
// Create two unitAI components
|
||||
const unitAI1 = ConstructComponent(attacker1, "UnitAI", {
|
||||
"FormationController": "false",
|
||||
"DefaultStance": "aggressive"
|
||||
});
|
||||
|
||||
const unitAI2 = ConstructComponent(attacker2, "UnitAI", {
|
||||
"FormationController": "false",
|
||||
"DefaultStance": "aggressive"
|
||||
});
|
||||
|
||||
AddMock(attacker1, IID_Attack, {
|
||||
"GetBestAttackAgainst": () => "Melee"
|
||||
});
|
||||
|
||||
AddMock(attacker2, IID_Attack, {
|
||||
"GetBestAttackAgainst": () => "Melee"
|
||||
});
|
||||
|
||||
unitAI1.OnCreate();
|
||||
unitAI2.OnCreate();
|
||||
|
||||
// Basic AttackGroup distribution
|
||||
(function()
|
||||
{
|
||||
let orderAdded1 = null;
|
||||
let orderAdded2 = null;
|
||||
|
||||
// Mock AddOrder to capture what orders are created
|
||||
unitAI1.AddOrder = (type, data, queued, pushFront) =>
|
||||
{
|
||||
orderAdded1 = { type, data, queued, pushFront };
|
||||
};
|
||||
|
||||
unitAI2.AddOrder = (type, data, queued, pushFront) =>
|
||||
{
|
||||
orderAdded2 = { type, data, queued, pushFront };
|
||||
};
|
||||
|
||||
// Call AttackGroup for both units
|
||||
unitAI1.AttackGroup(targets, 0, 2, false, false, false);
|
||||
unitAI2.AttackGroup(targets, 1, 2, false, false, false);
|
||||
|
||||
// Verify unit1's order
|
||||
TS_ASSERT(orderAdded1);
|
||||
TS_ASSERT_EQUALS(orderAdded1.type, "Attack");
|
||||
TS_ASSERT_EQUALS(orderAdded1.data.targetArray.length, 5);
|
||||
TS_ASSERT_EQUALS(orderAdded1.data.target, INVALID_ENTITY);
|
||||
// Unit 0 should start at position 1 ==> Math.round((0 + 0.5) * 2.5) = Math.round(1.25) = 1
|
||||
TS_ASSERT_EQUALS(orderAdded1.data.currentTargetIndex, 1);
|
||||
|
||||
// Verify unit2's order
|
||||
TS_ASSERT(orderAdded2);
|
||||
TS_ASSERT_EQUALS(orderAdded2.type, "Attack");
|
||||
TS_ASSERT_EQUALS(orderAdded2.data.targetArray.length, 5);
|
||||
TS_ASSERT_EQUALS(orderAdded2.data.target, INVALID_ENTITY);
|
||||
// Unit 1 should start at position 4 ==> Math.round((1 + 0.5) * 2.5) = Math.round(3.75) = 4
|
||||
TS_ASSERT_EQUALS(orderAdded2.data.currentTargetIndex, 4);
|
||||
})();
|
||||
|
||||
// More units than targets
|
||||
(function()
|
||||
{
|
||||
let orderAdded1 = null;
|
||||
let orderAdded2 = null;
|
||||
let orderAdded3 = null;
|
||||
|
||||
const unitAI3 = ConstructComponent(102, "UnitAI", {
|
||||
"FormationController": "false",
|
||||
"DefaultStance": "aggressive"
|
||||
});
|
||||
AddMock(102, IID_Attack, { "GetBestAttackAgainst": () => "Melee" });
|
||||
unitAI3.OnCreate();
|
||||
|
||||
unitAI1.AddOrder = (type, data, queued, pushFront) =>
|
||||
{
|
||||
orderAdded1 = { type, data, queued, pushFront };
|
||||
};
|
||||
unitAI2.AddOrder = (type, data, queued, pushFront) =>
|
||||
{
|
||||
orderAdded2 = { type, data, queued, pushFront };
|
||||
};
|
||||
unitAI3.AddOrder = (type, data, queued, pushFront) =>
|
||||
{
|
||||
orderAdded3 = { type, data, queued, pushFront };
|
||||
};
|
||||
|
||||
const smallTargets = [300, 301];
|
||||
|
||||
unitAI1.AttackGroup(smallTargets, 0, 3, true, true, false);
|
||||
unitAI2.AttackGroup(smallTargets, 1, 3, true, true, false);
|
||||
unitAI3.AttackGroup(smallTargets, 2, 3, true, true, false);
|
||||
|
||||
// Verify distribution when more units than targets
|
||||
TS_ASSERT(orderAdded1);
|
||||
TS_ASSERT_EQUALS(orderAdded1.data.currentTargetIndex, 0); // 0 * 2 / 3 = 0
|
||||
TS_ASSERT_EQUALS(orderAdded1.data.allowCapture, true);
|
||||
TS_ASSERT_EQUALS(orderAdded1.queued, true);
|
||||
|
||||
TS_ASSERT(orderAdded2);
|
||||
TS_ASSERT_EQUALS(orderAdded2.data.currentTargetIndex, 1); // 1 * 2 / 3 = 0.66, round = 1
|
||||
TS_ASSERT(orderAdded2.data.currentTargetIndex < smallTargets.length);
|
||||
|
||||
TS_ASSERT(orderAdded3);
|
||||
TS_ASSERT_EQUALS(orderAdded3.data.currentTargetIndex, 1); // 2 * 2 / 3 = 1.33, round = 1
|
||||
TS_ASSERT(orderAdded3.data.currentTargetIndex < smallTargets.length);
|
||||
})();
|
||||
|
||||
// Edge case - single target
|
||||
(function()
|
||||
{
|
||||
let orderAdded = null;
|
||||
unitAI1.AddOrder = (type, data, queued, pushFront) =>
|
||||
{
|
||||
orderAdded = { type, data, queued, pushFront };
|
||||
};
|
||||
|
||||
const singleTarget = [400];
|
||||
|
||||
unitAI1.AttackGroup(singleTarget, 0, 1, false, false, true);
|
||||
|
||||
TS_ASSERT(orderAdded);
|
||||
TS_ASSERT_EQUALS(orderAdded.data.targetArray.length, 1);
|
||||
TS_ASSERT_EQUALS(orderAdded.data.currentTargetIndex, 0);
|
||||
TS_ASSERT_EQUALS(orderAdded.pushFront, true);
|
||||
})();
|
||||
|
||||
// Empty targets array should do nothing
|
||||
(function()
|
||||
{
|
||||
let callCount = 0;
|
||||
unitAI1.AddOrder = () => { callCount++; };
|
||||
|
||||
unitAI1.AttackGroup([], 0, 1);
|
||||
TS_ASSERT_EQUALS(callCount, 0);
|
||||
|
||||
unitAI1.AttackGroup(null, 0, 1);
|
||||
TS_ASSERT_EQUALS(callCount, 0);
|
||||
|
||||
unitAI1.AttackGroup(undefined, 0, 1);
|
||||
TS_ASSERT_EQUALS(callCount, 0);
|
||||
})();
|
||||
|
||||
// Verify RememberTargetPosition is called
|
||||
(function()
|
||||
{
|
||||
let rememberedOrder = null;
|
||||
unitAI1.RememberTargetPosition = (order) =>
|
||||
{
|
||||
rememberedOrder = order;
|
||||
};
|
||||
|
||||
unitAI1.AddOrder = () => {};
|
||||
|
||||
const testTargets = [500, 501];
|
||||
unitAI1.AttackGroup(testTargets, 0, 1);
|
||||
|
||||
TS_ASSERT(rememberedOrder);
|
||||
TS_ASSERT_EQUALS(rememberedOrder.targetArray.length, 2);
|
||||
})();
|
||||
}
|
||||
|
||||
TestAttackGroupBehavior();
|
||||
|
|
|
|||
|
|
@ -8,5 +8,5 @@
|
|||
{ "value": "Researcher/TechCostMultiplier/metal", "multiply": 0.9 }
|
||||
],
|
||||
"auraName": "Economic Fortune",
|
||||
"auraDescription": "Solon brought in a new system of weights and measures, fathers were encouraged to find trades for their sons.\nEconomic technologies −10% resource costs."
|
||||
"auraDescription": "Solon brought in a new system of weights and measures, and fathers were encouraged to find trades for their sons.\nEconomic technologies −10% resource costs."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -5,5 +5,5 @@
|
|||
{ "value": "TerritoryInfluence/Radius", "multiply": 1.2 }
|
||||
],
|
||||
"auraName": "Territorial Expansion",
|
||||
"auraDescription": "At its height, the Empire's borders spanned from the Fergana Valley in the west, to Korea in the east, and to northern Vietnam in the south.\nTerritory influence bonus +20%."
|
||||
"auraDescription": "At its height, the Empire's borders spanned from the Fergana Valley in the west to Korea in the east and to northern Vietnam in the south.\nTerritory influence bonus +20%."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -7,5 +7,5 @@
|
|||
{ "value": "Resistance/Entity/Damage/Crush", "add": 1 }
|
||||
],
|
||||
"auraName": "Founder and Defender of the Republic",
|
||||
"auraDescription": "Brutus was one of the key figures in the overthrow of the monarchy and the founding of the Roman Republic. Later, as consul he led a Roman army to victory against the Etruscan King Tarquinius who sought to retake the throne.\nHumans and Siege Engines +1 crush, hack, pierce resistance."
|
||||
"auraDescription": "Brutus was one of the key figures in the overthrow of the monarchy and the founding of the Roman Republic. Later, as consul, he led a Roman army to victory against the Etruscan King Tarquinius who sought to retake the throne.\nHumans and Siege Engines +1 crush, hack, and pierce resistance."
|
||||
}
|
||||
|
|
|
|||
|
|
@ -179,6 +179,28 @@ var g_Commands = {
|
|||
});
|
||||
},
|
||||
|
||||
"attack-group": function(player, cmd, data)
|
||||
{
|
||||
const unitAIs = data.entities.flatMap(ent =>
|
||||
{
|
||||
const cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
|
||||
const cmpAttack = Engine.QueryInterface(ent, IID_Attack);
|
||||
|
||||
// Check if unit can move and has attack capability
|
||||
const canAttack = cmpAttack && cmpAttack.GetAttackTypes().length > 0;
|
||||
return (cmpUnitAI && cmpUnitAI.AbleToMove() && canAttack) ? [cmpUnitAI] : [];
|
||||
});
|
||||
|
||||
if (!unitAIs.length || !cmd.targets?.length)
|
||||
return;
|
||||
|
||||
// Pass the entire target array and unit count to each UnitAI
|
||||
unitAIs.forEach((cmpUnitAI, index) =>
|
||||
{
|
||||
cmpUnitAI.AttackGroup(cmd.targets, index, unitAIs.length, cmd.allowCapture, cmd.queued, cmd.pushFront);
|
||||
});
|
||||
},
|
||||
|
||||
"patrol": function(player, cmd, data)
|
||||
{
|
||||
const ents = data.entities.length;
|
||||
|
|
|
|||
|
|
@ -24,6 +24,12 @@ function ChangeEntityTemplate(oldEnt, newTemplate)
|
|||
if (cmpVisual && cmpNewVisual)
|
||||
cmpNewVisual.SetActorSeed(cmpVisual.GetActorSeed());
|
||||
|
||||
// Set ownership so turret checks work properly
|
||||
const cmpOwnership = Engine.QueryInterface(oldEnt, IID_Ownership);
|
||||
const cmpNewOwnership = Engine.QueryInterface(newEnt, IID_Ownership);
|
||||
if (cmpOwnership && cmpNewOwnership)
|
||||
cmpNewOwnership.SetOwner(cmpOwnership.GetOwner());
|
||||
|
||||
const cmpOldTurretable = Engine.QueryInterface(oldEnt, IID_Turretable);
|
||||
|
||||
// If the old entity is turreted, we need to handle it before copying position
|
||||
|
|
@ -39,9 +45,15 @@ function ChangeEntityTemplate(oldEnt, newTemplate)
|
|||
// Check if it's allowed to occupy the turret point
|
||||
const cmpTurretHolderOfOldEnt = Engine.QueryInterface(cmpOldTurretable.HolderID(), IID_TurretHolder);
|
||||
|
||||
if (cmpTurretHolderOfNewEnt &&
|
||||
!cmpTurretHolderOfOldEnt.AllowedToOccupyTurretPoint(newEnt, cmpOldTurretable.GetTurretPointName(), true))
|
||||
cmpOldTurretable.LeaveTurret(true);
|
||||
if (cmpTurretHolderOfOldEnt)
|
||||
{
|
||||
// Find the actual turret point object using the old entity
|
||||
const turretPoint = cmpTurretHolderOfOldEnt.GetOccupiedTurretPoint(oldEnt);
|
||||
|
||||
if (!turretPoint || !cmpTurretHolderOfOldEnt.AllowedToOccupyTurretPoint(newEnt, turretPoint, true))
|
||||
cmpOldTurretable.LeaveTurret(true);
|
||||
// If allowed, don't leave the turret - OnEntityRenamed will handle the swap
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -86,24 +98,6 @@ function ChangeEntityTemplate(oldEnt, newTemplate)
|
|||
for (const entity of cmpTurretHolder.GetEntities())
|
||||
cmpNewTurretHolder.SetReservedTurretPoint(cmpTurretHolder.GetOccupiedTurretPointName(entity));
|
||||
|
||||
let owner;
|
||||
const cmpTerritoryDecay = Engine.QueryInterface(newEnt, IID_TerritoryDecay);
|
||||
if (cmpTerritoryDecay && cmpTerritoryDecay.HasTerritoryOwnership() && cmpNewPosition)
|
||||
{
|
||||
const pos = cmpNewPosition.GetPosition2D();
|
||||
const cmpTerritoryManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TerritoryManager);
|
||||
owner = cmpTerritoryManager.GetOwner(pos.x, pos.y);
|
||||
}
|
||||
else
|
||||
{
|
||||
const cmpOwnership = Engine.QueryInterface(oldEnt, IID_Ownership);
|
||||
if (cmpOwnership)
|
||||
owner = cmpOwnership.GetOwner();
|
||||
}
|
||||
const cmpNewOwnership = Engine.QueryInterface(newEnt, IID_Ownership);
|
||||
if (cmpNewOwnership)
|
||||
cmpNewOwnership.SetOwner(owner);
|
||||
|
||||
CopyControlGroups(oldEnt, newEnt);
|
||||
|
||||
// Rescale capture points
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
/* Copyright (C) 2025 Wildfire Games.
|
||||
/* Copyright (C) 2026 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
|
|
@ -54,7 +54,7 @@ pipeline {
|
|||
stage('Check for shader changes') {
|
||||
when {
|
||||
anyOf {
|
||||
changeset 'binaries/data/mods/**/shaders/**/*.xml'
|
||||
changeset 'binaries/data/mods/**/shaders/**/*'
|
||||
changeset 'source/tools/spirv/compile.py'
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -33,6 +33,8 @@ echo "Building cpp-httplib..."
|
|||
if [ -e .already-built ] && [ "$(cat .already-built || true)" = "${LIB_VERSION}" ]; then
|
||||
echo "Skipping - already built (use --force-rebuild to override)"
|
||||
exit
|
||||
else
|
||||
rm -f .already-built
|
||||
fi
|
||||
|
||||
# fetch
|
||||
|
|
|
|||
|
|
@ -33,6 +33,8 @@ done
|
|||
if [ -e .already-built ] && [ "$(cat .already-built || true)" = "${LIB_VERSION}" ]; then
|
||||
echo "Skipping - already built (use --force-rebuild to override)"
|
||||
exit
|
||||
else
|
||||
rm -f .already-built
|
||||
fi
|
||||
|
||||
# fetch
|
||||
|
|
|
|||
|
|
@ -49,6 +49,8 @@ done
|
|||
if [ -e .already-built ] && [ "$(cat .already-built || true)" = "${LIB_VERSION}" ]; then
|
||||
echo "Skipping - already built (use --force-rebuild to override)"
|
||||
exit
|
||||
else
|
||||
rm -f .already-built
|
||||
fi
|
||||
|
||||
# fetch
|
||||
|
|
|
|||
|
|
@ -49,6 +49,8 @@ done
|
|||
if [ -e .already-built ] && [ "$(cat .already-built || true)" = "${LIB_VERSION}" ]; then
|
||||
echo "Skipping - already built (use --force-rebuild to override)"
|
||||
exit
|
||||
else
|
||||
rm -f .already-built
|
||||
fi
|
||||
|
||||
# fetch
|
||||
|
|
|
|||
|
|
@ -36,6 +36,8 @@ done
|
|||
if [ -e .already-built ] && [ "$(cat .already-built || true)" = "${LIB_VERSION}" ]; then
|
||||
echo "Skipping - already built (use --force-rebuild to override)"
|
||||
exit
|
||||
else
|
||||
rm -f .already-built
|
||||
fi
|
||||
|
||||
# fetch
|
||||
|
|
|
|||
|
|
@ -56,6 +56,8 @@ echo "Building SpiderMonkey..."
|
|||
if [ -e .already-built ] && [ "$(cat .already-built || true)" = "${LIB_VERSION}" ]; then
|
||||
echo "Skipping - already built (use --force-rebuild to override)"
|
||||
exit
|
||||
else
|
||||
rm -f .already-built
|
||||
fi
|
||||
|
||||
OS="${OS:=$(uname -s)}"
|
||||
|
|
|
|||
|
|
@ -33,6 +33,8 @@ done
|
|||
if [ -e .already-built ] && [ "$(cat .already-built || true)" = "${LIB_VERSION}" ]; then
|
||||
echo "Skipping - already built (use --force-rebuild to override)"
|
||||
exit
|
||||
else
|
||||
rm -f .already-built
|
||||
fi
|
||||
|
||||
# fetch
|
||||
|
|
|
|||
|
|
@ -33,6 +33,7 @@ ignore = [
|
|||
"ANN",
|
||||
"C90",
|
||||
"COM812",
|
||||
"CPY001",
|
||||
"D10",
|
||||
"EM",
|
||||
"FIX002",
|
||||
|
|
|
|||
|
|
@ -92,12 +92,12 @@ void CCinemaManager::DrawSpline(Renderer::Backend::IDeviceCommandContext& device
|
|||
if (spline.GetAllNodes().size() == 2)
|
||||
smoothness = 2;
|
||||
|
||||
const float start = spline.MaxDistance.ToFloat() / smoothness;
|
||||
const float start = spline.GetMaxDistance().ToFloat() / smoothness;
|
||||
|
||||
std::vector<CVector3D> line;
|
||||
for (int i = 0; i <= smoothness; ++i)
|
||||
{
|
||||
const float time = start * i / spline.MaxDistance.ToFloat();
|
||||
const float time = start * i / spline.GetMaxDistance().ToFloat();
|
||||
line.emplace_back(spline.GetPosition(time));
|
||||
}
|
||||
|
||||
|
|
@ -108,7 +108,7 @@ void CCinemaManager::DrawSpline(Renderer::Backend::IDeviceCommandContext& device
|
|||
{
|
||||
for (int i = 0; i <= smoothness; ++i)
|
||||
{
|
||||
const float time = start * i / spline.MaxDistance.ToFloat();
|
||||
const float time = start * i / spline.GetMaxDistance().ToFloat();
|
||||
const CVector3D tmp = spline.GetPosition(time);
|
||||
const float groundY = g_Game->GetWorld()->GetTerrain().GetExactGroundLevel(tmp.X, tmp.Z);
|
||||
g_Renderer.GetDebugRenderer().DrawLine(deviceCommandContext, tmp, CVector3D(tmp.X, groundY, tmp.Z), splineColor, 0.1f, false);
|
||||
|
|
|
|||
|
|
@ -53,25 +53,6 @@ public:
|
|||
void SetElevation(float f);
|
||||
void SetRotation(float f);
|
||||
|
||||
/**
|
||||
* Calculate brightness of a point of a unit with the given normal vector,
|
||||
* for rendering with CPU lighting.
|
||||
* The resulting color contains both ambient and diffuse light.
|
||||
* To cope with sun overbrightness, the color is scaled by 0.5.
|
||||
*
|
||||
* @param normal normal vector (must have length 1)
|
||||
*/
|
||||
RGBColor EvaluateUnitScaled(const CVector3D& normal) const
|
||||
{
|
||||
float dot = -normal.Dot(m_SunDir);
|
||||
|
||||
RGBColor color = m_AmbientColor;
|
||||
if (dot > 0)
|
||||
color += m_SunColor * dot;
|
||||
|
||||
return color * 0.5f;
|
||||
}
|
||||
|
||||
// Comparison operators
|
||||
bool operator==(const CLightEnv& o) const
|
||||
{
|
||||
|
|
|
|||
|
|
@ -62,8 +62,7 @@ void CMaterial::AddRenderQuery(const char* key)
|
|||
m_RenderQueries.Add(key);
|
||||
}
|
||||
|
||||
void CMaterial::AddRequiredSampler(const CStr& samplerName)
|
||||
void CMaterial::AddRequiredSampler(RequiredSampler sampler)
|
||||
{
|
||||
CStrIntern string(samplerName);
|
||||
m_RequiredSamplers.push_back(string);
|
||||
m_RequiredSamplers.emplace_back(std::move(sampler));
|
||||
}
|
||||
|
|
|
|||
|
|
@ -53,6 +53,12 @@ public:
|
|||
CTexturePtr Sampler;
|
||||
};
|
||||
|
||||
struct RequiredSampler
|
||||
{
|
||||
CStrIntern name;
|
||||
bool sRGB;
|
||||
};
|
||||
|
||||
typedef std::vector<TextureSampler> SamplersVector;
|
||||
|
||||
CMaterial();
|
||||
|
|
@ -82,8 +88,8 @@ public:
|
|||
void AddRenderQuery(const char* key);
|
||||
const CShaderRenderQueries& GetRenderQueries() const { return m_RenderQueries; }
|
||||
|
||||
void AddRequiredSampler(const CStr& samplerName);
|
||||
const std::vector<CStrIntern>& GetRequiredSampler() const { return m_RequiredSamplers; }
|
||||
void AddRequiredSampler(RequiredSampler sampler);
|
||||
const std::vector<RequiredSampler>& GetRequiredSamplers() const { return m_RequiredSamplers; }
|
||||
|
||||
private:
|
||||
|
||||
|
|
@ -92,7 +98,7 @@ private:
|
|||
CTexturePtr m_DiffuseTexture;
|
||||
|
||||
SamplersVector m_Samplers;
|
||||
std::vector<CStrIntern> m_RequiredSamplers;
|
||||
std::vector<RequiredSampler> m_RequiredSamplers;
|
||||
|
||||
std::array<CStrIntern, static_cast<size_t>(Pass::COUNT)> m_ShaderEffects;
|
||||
CShaderDefines m_ShaderDefines;
|
||||
|
|
|
|||
|
|
@ -103,6 +103,7 @@ CMaterial CMaterialManager::LoadMaterial(const VfsPath& pathname)
|
|||
AT(material);
|
||||
AT(name);
|
||||
AT(pass);
|
||||
AT(srgb);
|
||||
AT(value);
|
||||
#undef AT
|
||||
#undef EL
|
||||
|
|
@ -161,7 +162,8 @@ CMaterial CMaterialManager::LoadMaterial(const VfsPath& pathname)
|
|||
}
|
||||
else if (token == el_required_texture)
|
||||
{
|
||||
material.AddRequiredSampler(attrs.GetNamedItem(at_name));
|
||||
const bool sRGB{attrs.GetNamedItem(at_srgb) == "true"};
|
||||
material.AddRequiredSampler({CStrIntern{attrs.GetNamedItem(at_name)}, sRGB});
|
||||
if (!attrs.GetNamedItem(at_define).empty())
|
||||
material.AddShaderDefine(CStrIntern(attrs.GetNamedItem(at_define)), str_1);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
/* Copyright (C) 2025 Wildfire Games.
|
||||
/* Copyright (C) 2026 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
|
|
@ -69,7 +69,7 @@ CObjectBase::CObjectBase(CObjectManager& objectManager, CActorDef& actorDef, u8
|
|||
m_Properties.m_FloatOnWater = false;
|
||||
|
||||
// Remove leading art/actors/ & include quality level.
|
||||
m_Identifier = m_ActorDef.m_Pathname.string8().substr(11) + CStr::FromInt(m_QualityLevel);
|
||||
m_Identifier = fmt::format("{}{}", m_ActorDef.m_Pathname.string8().substr(11), m_QualityLevel);
|
||||
}
|
||||
|
||||
std::unique_ptr<CObjectBase> CObjectBase::CopyWithQuality(u8 newQualityLevel) const
|
||||
|
|
|
|||
|
|
@ -51,6 +51,22 @@
|
|||
#include <sstream>
|
||||
#include <utility>
|
||||
|
||||
namespace
|
||||
{
|
||||
|
||||
bool ShouldInterpretTextureAsSRGB(const CObjectBase::Samp& sampler, const CMaterial& material)
|
||||
{
|
||||
const auto requiredSamplers{material.GetRequiredSamplers()};
|
||||
auto it{std::find_if(requiredSamplers.begin(), requiredSamplers.end(),
|
||||
[&](const CMaterial::RequiredSampler& requiredSampler)
|
||||
{
|
||||
return requiredSampler.name == sampler.m_SamplerName;
|
||||
})};
|
||||
return it != requiredSamplers.end() && it->sRGB;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
CObjectEntry::CObjectEntry(const std::shared_ptr<CObjectBase>& base, const CSimulation2& simulation) :
|
||||
m_Base(base), m_Color(1.0f, 1.0f, 1.0f, 1.0f), m_Simulation(simulation)
|
||||
{
|
||||
|
|
@ -155,6 +171,7 @@ bool CObjectEntry::BuildVariation(const std::vector<const std::set<CStr>*>& comp
|
|||
{
|
||||
CTextureProperties textureProps(samp.m_SamplerFile);
|
||||
textureProps.SetAddressMode(Renderer::Backend::Sampler::AddressMode::CLAMP_TO_EDGE);
|
||||
textureProps.SetSRGB(ShouldInterpretTextureAsSRGB(samp, material));
|
||||
CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
|
||||
// if we've loaded this model we're probably going to render it soon, so prefetch its texture.
|
||||
// All textures are prefetched even in the fixed pipeline, including the normal maps etc.
|
||||
|
|
@ -167,11 +184,14 @@ bool CObjectEntry::BuildVariation(const std::vector<const std::set<CStr>*>& comp
|
|||
CModel* model = newModel.get();
|
||||
m_Model = std::move(newModel);
|
||||
|
||||
for (const CStrIntern& requSampName : model->GetMaterial().GetRequiredSampler())
|
||||
for (const auto& requiredSampler : model->GetMaterial().GetRequiredSamplers())
|
||||
{
|
||||
if (std::find_if(m_Samplers.begin(), m_Samplers.end(),
|
||||
[&](const CObjectBase::Samp& sampler) { return sampler.m_SamplerName == requSampName; }) == m_Samplers.end())
|
||||
LOGERROR("Actor %s: required texture sampler %s not found (material %s)", m_Base->GetIdentifier(), requSampName.string().c_str(), m_Base->m_Material.string8().c_str());
|
||||
[&](const CObjectBase::Samp& sampler) { return sampler.m_SamplerName == requiredSampler.name; }) == m_Samplers.end())
|
||||
{
|
||||
LOGERROR("Actor %s: required texture sampler %s not found (material %s)",
|
||||
m_Base->GetIdentifier(), requiredSampler.name.string().c_str(), m_Base->m_Material.string8().c_str());
|
||||
}
|
||||
}
|
||||
|
||||
// calculate initial object space bounds, based on vertex positions
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
/* Copyright (C) 2025 Wildfire Games.
|
||||
/* Copyright (C) 2026 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
|
|
@ -156,7 +156,8 @@ bool ResolveIncludesImpl(
|
|||
it = includeCache.emplace(path, std::move(includeContent)).first;
|
||||
}
|
||||
// We need to insert #line directives to have correct line numbers in errors.
|
||||
chunks.emplace_back(lineDirective + "1\n" + it->second + "\n" + lineDirective + CStr::FromUInt(line + 1) + "\n");
|
||||
chunks.emplace_back(fmt::format("{}1\n{}\n{}{}\n", lineDirective, it->second, lineDirective,
|
||||
line + 1));
|
||||
processedParts.emplace_back(currentPart.substr(0, lineStart));
|
||||
if (!ResolveIncludesImpl(chunks.back(), includeCache, includeCallback, chunks, processedParts))
|
||||
return false;
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
/* Copyright (C) 2025 Wildfire Games.
|
||||
/* Copyright (C) 2026 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
|
|
@ -60,7 +60,7 @@ namespace
|
|||
{
|
||||
|
||||
Renderer::Backend::Format ChooseFormatAndTransformTextureDataIfNeeded(
|
||||
Renderer::Backend::IDevice* device, Tex& textureData, const bool hasS3TC)
|
||||
Renderer::Backend::IDevice* device, Tex& textureData, const bool hasS3TC, const bool sRGB)
|
||||
{
|
||||
const bool alpha = (textureData.m_Flags & TEX_ALPHA) != 0;
|
||||
const bool grey = (textureData.m_Flags & TEX_GREY) != 0;
|
||||
|
|
@ -81,13 +81,13 @@ Renderer::Backend::Format ChooseFormatAndTransformTextureDataIfNeeded(
|
|||
switch (dxt)
|
||||
{
|
||||
case DXT1A:
|
||||
return Renderer::Backend::Format::BC1_RGBA_UNORM;
|
||||
return sRGB ? Renderer::Backend::Format::BC1_RGBA_SRGB : Renderer::Backend::Format::BC1_RGBA_UNORM;
|
||||
case 1:
|
||||
return Renderer::Backend::Format::BC1_RGB_UNORM;
|
||||
return sRGB ? Renderer::Backend::Format::BC1_RGB_SRGB : Renderer::Backend::Format::BC1_RGB_UNORM;
|
||||
case 3:
|
||||
return Renderer::Backend::Format::BC2_UNORM;
|
||||
return sRGB ? Renderer::Backend::Format::BC2_SRGB : Renderer::Backend::Format::BC2_UNORM;
|
||||
case 5:
|
||||
return Renderer::Backend::Format::BC3_UNORM;
|
||||
return sRGB ? Renderer::Backend::Format::BC3_SRGB : Renderer::Backend::Format::BC3_UNORM;
|
||||
default:
|
||||
LOGERROR("Unknown DXT compression.");
|
||||
return Renderer::Backend::Format::UNDEFINED;
|
||||
|
|
@ -101,9 +101,12 @@ Renderer::Backend::Format ChooseFormatAndTransformTextureDataIfNeeded(
|
|||
{
|
||||
case 8:
|
||||
ENSURE(grey);
|
||||
ENSURE(!sRGB);
|
||||
return Renderer::Backend::Format::L8_UNORM;
|
||||
case 24:
|
||||
ENSURE(grey);
|
||||
ENSURE(!alpha);
|
||||
ENSURE(!sRGB);
|
||||
if (device->IsTextureFormatSupported(Renderer::Backend::Format::R8G8B8_UNORM))
|
||||
return Renderer::Backend::Format::R8G8B8_UNORM;
|
||||
else
|
||||
|
|
@ -114,7 +117,7 @@ Renderer::Backend::Format ChooseFormatAndTransformTextureDataIfNeeded(
|
|||
}
|
||||
case 32:
|
||||
ENSURE(alpha);
|
||||
return Renderer::Backend::Format::R8G8B8A8_UNORM;
|
||||
return sRGB ? Renderer::Backend::Format::R8G8B8A8_SRGB : Renderer::Backend::Format::R8G8B8A8_UNORM;
|
||||
default:
|
||||
LOGERROR("Unsupported BPP: %zu", textureData.m_Bpp);
|
||||
}
|
||||
|
|
@ -336,6 +339,7 @@ struct TPhash
|
|||
hash_combine(seed, textureProperties.m_AnisotropicFilterEnabled);
|
||||
hash_combine(seed, textureProperties.m_FormatOverride);
|
||||
hash_combine(seed, textureProperties.m_IgnoreQuality);
|
||||
hash_combine(seed, textureProperties.m_SRGB);
|
||||
return seed;
|
||||
}
|
||||
|
||||
|
|
@ -358,7 +362,8 @@ struct TPequal_to
|
|||
lhs.m_AddressModeV == rhs.m_AddressModeV &&
|
||||
lhs.m_AnisotropicFilterEnabled == rhs.m_AnisotropicFilterEnabled &&
|
||||
lhs.m_FormatOverride == rhs.m_FormatOverride &&
|
||||
lhs.m_IgnoreQuality == rhs.m_IgnoreQuality;
|
||||
lhs.m_IgnoreQuality == rhs.m_IgnoreQuality &&
|
||||
lhs.m_SRGB == rhs.m_SRGB;
|
||||
}
|
||||
|
||||
bool operator()(const CTexturePtr& lhs, const CTexturePtr& rhs) const
|
||||
|
|
@ -526,7 +531,8 @@ public:
|
|||
}
|
||||
else
|
||||
{
|
||||
format = ChooseFormatAndTransformTextureDataIfNeeded(m_Device, textureData, m_HasS3TC);
|
||||
format = ChooseFormatAndTransformTextureDataIfNeeded(
|
||||
m_Device, textureData, m_HasS3TC, texture->m_Properties.m_SRGB);
|
||||
}
|
||||
|
||||
if (format == Renderer::Backend::Format::UNDEFINED)
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
/* Copyright (C) 2025 Wildfire Games.
|
||||
/* Copyright (C) 2026 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
|
|
@ -245,6 +245,8 @@ public:
|
|||
|
||||
void SetIgnoreQuality(bool ignore) { m_IgnoreQuality = ignore; }
|
||||
|
||||
void SetSRGB(const bool sRGB) { m_SRGB = sRGB; }
|
||||
|
||||
private:
|
||||
// Must update TPhash, TPequal_to when changing these fields
|
||||
VfsPath m_Path;
|
||||
|
|
@ -257,6 +259,7 @@ private:
|
|||
Renderer::Backend::Format m_FormatOverride =
|
||||
Renderer::Backend::Format::UNDEFINED;
|
||||
bool m_IgnoreQuality = false;
|
||||
bool m_SRGB{false};
|
||||
};
|
||||
|
||||
/**
|
||||
|
|
|
|||
Some files were not shown because too many files have changed in this diff Show more
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Reference in a new issue